659 lines
35 KiB
C++
659 lines
35 KiB
C++
// vmax2bella.cpp - A program to convert VoxelMax (.vmax) files to Bella 3D scene (.bsz) files
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//
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// This program reads VoxelMax files (which store voxel-based 3D models) and
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// converts them to Bella (a 3D rendering engine) scene files.
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/*
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# Technical Specification: VoxelMax Format
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## Overview
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- This document specifies a chunked voxel storage format embedded in property list (plist) files. The format provides an efficient representation of 3D voxel data through a combination of Morton-encoded spatial indexing and a sparse representation approach.
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## File Structure
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- Format: Property List (plist)
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- Structure: Hierarchical key-value structure with nested dictionaries and arrays
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- plist is compressed using the LZFSE, an open source reference c implementation is [here](https://github.com/lzfse/lzfse)
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```
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root
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└── snapshots (array)
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└── Each snapshot (dictionary)
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├── s (dictionary) - Snapshot data
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│ ├── id (dictionary) - Identifiers
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│ │ ├── c (int64) - Chunk ID
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│ │ ├── s (int64) - Session ID
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│ │ └── t (int64) - Type ID
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│ ├── lc (binary data) - Layer Color Usage
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│ ├── ds (binary data) - Voxel data stream
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│ ├── dlc (binary data) - Deselected Layer Color Usage
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│ └── st (dictionary) - Statistics/metadata
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│ ├── c (int64) - Count of voxels in the chunk
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│ ├── sc (int64) - Selected Count (number of selected voxels)
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│ ├── smin (array) - Selected Minimum coordinates [x,y,z,w]
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│ ├── smax (array) - Selected Maximum coordinates [x,y,z,w]
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│ ├── min (array) - Minimum coordinates of all voxels [x,y,z]
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│ ├── max (array) - Maximum coordinates of all voxels [x,y,z]
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│ └── e (dictionary) - Extent
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│ ├── o (array) - Origin/reference point [x,y,z]
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│ └── s (array) - Size/dimensions [width,height,depth]
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```
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## Chunking System
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### Volume Organization
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- The total volume is divided into chunks for efficient storage and manipulation
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- Standard chunk size: 32×32×32 voxels
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- Total addressable space: 256×256×256 voxels (8×8×8 chunks)
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### Morton Encoding for Chunks
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- Chunk IDs are encoded using 24 bits (8 bits per dimension)
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- This provides full addressability for the 8×8×8 chunks without requiring sequential traversal
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- The decodeMortonChunkID function extracts x, y, z coordinates from a Morton-encoded chunk ID stored in s.id.c
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- The resulting chunk coordinates are then multiplied by 32 to get the world position of the chunk
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### Voxel-Level Hybrid Encoding
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- Within each 32×32×32 chunk, voxels use a hybrid addressing system
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- The format uses a hybrid encoding approach that combines sequential traversal and Morton encoding:
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- st.min store and offset from origin of 32x32x32 chunk
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- iterate through all voxels in chunk x=0 to 31, y=0 to 31, z=0 to 31 it that order
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- start at origin (0,0,0) with a counter= 0
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- do counter + st.min and decode this morton value to get x,y,z
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### Chunk Addressing
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- Chunks are only stored if they contain at least one non-empty voxel
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- Each snapshot contains data for a specific chunk, identified by the 'c' value in the 's.id' dictionary
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## Data Fields
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### Voxel Data Stream (ds)
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- Variable-length binary data
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- Contains pairs of bytes for each voxel: [layer_byte, color_byte]
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- Each chunk can contain up to 32,768 voxels (32×32×32)
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- *Position Byte:*
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- The format uses a hybrid encoding approach that combines sequential traversal and Morton encoding:
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- Data stream can terminate at any point, avoiding the need to store all 32,768 voxel pairs
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### Morton Encoding Process
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- A space-filling curve that interleaves the bits of the x, y, and z coordinates
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- Used to convert 3D coordinates to a 1D index and vice versa
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- Creates a coherent ordering of voxels that preserves spatial locality
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1. Take the binary representation of x, y, and z coordinates
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2. Interleave the bits in the order: z₀, y₀, x₀, z₁, y₁, x₁, z₂, y₂, x₂, ...
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3. The resulting binary number is the Morton code
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- *Color Byte:*
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- Stores the color value + 1 (offset of +1 from actual color)
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- Value 0 indicates no voxel at this position
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- A fully populated chunk will have 32,768 voxel pairs (65,536 bytes total in ds)
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### Snapshot Accumulation
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- Each snapshot contains data for a specific chunk (identified by the chunk ID)
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- Multiple snapshots together build up the complete voxel model
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- Later snapshots for the same chunk ID overwrite earlier ones, allowing for edits over time
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### Layer Color Usage (lc)
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- s.lc is a summary table (256 bytes) that tracks which colors are used anywhere in the chunk
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- Each byte position (0-255) corresponds to a color palette ID
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- [TODO] understand why the word layer color is used, what is a layer color
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### Deselected Layer Color Usage (dlc)
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- Optional 256-byte array
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- Used during editing to track which color layers the user has deselected
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- Primarily for UI state preservation rather than 3D model representation
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### Statistics Data (st)
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- Dictionary containing metadata about the voxels in a chunk:
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- c (count): Total number of voxels in the chunk
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- sc (selectedCount): Number of currently selected voxels
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- sMin (selectedMin): Array defining minimum coordinates of current selection [x,y,z,w]
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- sMax (selectedMax): Array defining maximum coordinates of current selection [x,y,z,w]
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- min: Array defining minimum coordinates of all voxels [x,y,z]
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- max: Array defining maximum coordinates of all voxels [x,y,z]
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- e (extent): Array defining the bounding box [min_x, min_y, min_z, max_x, max_y, max_z]
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- e.o (extent.origin): Reference point or offset for extent calculations
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## Coordinate Systems
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### Primary Coordinate System
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- Y-up coordinate system: Y is the vertical axis
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- Origin (0,0,0) is at the bottom-left-front corner
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- Coordinates increase toward right (X+), up (Y+), and backward (Z+)
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### Addressing Scheme
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1. World Space: Absolute coordinates in the full volume
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2. Chunk Space: Which chunk contains a voxel (chunk_x, chunk_y, chunk_z)
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3. Local Space: Coordinates within a chunk (local_x, local_y, local_z)
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## Coordinate Conversion
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- *World to Chunk:*
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- chunk_x = floor(world_x / 32)
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- chunk_y = floor(world_y / 32)
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- chunk_z = floor(world_z / 32)
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- *World to Local:*
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- local_x = world_x % 32
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- local_y = world_y % 32
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- local_z = world_z % 32
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- *Chunk+Local to World:*
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- world_x = chunk_x * 32 + local_x
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- world_y = chunk_y * 32 + local_y
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- world_z = chunk_z * 32 + local_z
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## Implementation Guidance
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### Reading Algorithm
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1. Parse the plist file to access the snapshot array
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2. For each snapshot:
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a. Extract the chunk ID from s > id > c
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b. Extract the lc and ds data
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c. Process the ds data in pairs of bytes (position, color)
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d. Calculate the world origin by decoding the Morton chunk ID and multiplying by 32
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e. Store the voxels for this chunk ID
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3. Combine all snapshots to build the complete voxel model, using the chunk IDs as keys
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### Writing Algorithm
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1. Organize voxels by chunk (32×32×32 voxels per chunk)
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2. For each non-empty chunk:
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a. Create a snapshot entry
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b. Set up the id dictionary with the appropriate chunk ID
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c. Set up a 256-byte lc array (all zeros)
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d. Create the ds data by encoding each voxel as a (position, color+1) pair
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e. Set the appropriate byte in lc to 1 if the color is used in ds
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3. Add all snapshots to the array
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4. Write the complete structure to a plist file
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- [?] Models typically use SessionIDs to group related edits (observed values include 10 and 18)
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## Snapshot Types
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The 't' field in the snapshot's 's.id' dictionary indicates the type of snapshot:
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- 0: underRestore - Snapshot being restored from a previous state
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- 1: redoRestore - Snapshot being restored during a redo operation
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- 2: undo - Snapshot created for an undo operation
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- 3: redo - Snapshot created for a redo operation
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- 4: checkpoint - Snapshot created as a regular checkpoint during editing (most common)
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- 5: selection - Snapshot representing a selection operation
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*/
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#include <iostream> // For input/output operations (cout, cin, etc.)
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// Bella SDK includes - external libraries for 3D rendering
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#include "../bella_scene_sdk/src/bella_sdk/bella_scene.h" // For creating and manipulating 3D scenes in Bella
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#include "../bella_scene_sdk/src/dl_core/dl_main.inl" // Core functionality from the Diffuse Logic engine
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#include "oomer_voxel_vmax.h" // common vmax voxel code and structures
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#include "oomer_misc.h" // common misc code
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dl::bella_sdk::Node essentialsToScene(dl::bella_sdk::Scene& belScene);
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dl::bella_sdk::Node addModelToScene(dl::bella_sdk::Scene& belScene, dl::bella_sdk::Node& belWorld, const VmaxModel& vmaxModel, const std::vector<VmaxRGBA>& vmaxPalette, const std::array<VmaxMaterial, 8>& vmaxMaterial);
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int DL_main(dl::Args& args) {
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args.add("i", "input", "", "vmax directory or vmax.zip file");
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args.add("o", "output", "", "set output bella file name");
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args.add("tp", "thirdparty", "", "prints third party licenses");
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args.add("li", "licenseinfo", "", "prints license info");
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// If --help was requested, print help and exit
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if (args.helpRequested()) {
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std::cout << args.help("vmax2bella © 2025 Harvey Fong","vmax2bella", "1.0") << std::endl;
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return 0;
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}
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// If --licenseinfo was requested, print license info and exit
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if (args.have("--licenseinfo"))
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{
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std::cout << initializeGlobalLicense() << std::endl;
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return 0;
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}
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// If --thirdparty was requested, print third-party licenses and exit
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if (args.have("--thirdparty"))
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{
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std::cout << initializeGlobalThirdPartyLicences() << std::endl;
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return 0;
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}
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if (args.have("--input"))
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{
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dl::String bszName;
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dl::String vmaxDirName;
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vmaxDirName = args.value("--input");
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bszName = vmaxDirName.replace("vmax", "bsz");
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// Create a new scene
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dl::bella_sdk::Scene belScene;
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belScene.loadDefs();
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auto belWorld = belScene.world(true);
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// scene.json is the toplevel file that hierarchically defines the scene
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// it contains nestable groups (containers) and objects (instances) that point to resources that define the object
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// objects properties
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// - transformation matrix
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// objects resources
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/// - reference a contentsN.vmaxb (lzfse compressed plist file) that contains a 256x256x256 voxel "model"
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// - reference to a paletteN.png that defines the 256 24bit colors used in the 256x256x256 model
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// - reference to a paletteN.settings.vmaxpsb (plist file) that defines the 8 materials used in the "model"
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// In scenegraph parlance a group is a xform, a object is a transform with a child geometry
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// multiple objects can point to the same model creating what is known as an instance
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JsonVmaxSceneParser vmaxSceneParser;
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vmaxSceneParser.parseScene((vmaxDirName+"/scene.json").buf());
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#ifdef _DEBUG
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vmaxSceneParser.printSummary();
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#endif
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std::map<std::string, JsonGroupInfo> jsonGroups = vmaxSceneParser.getGroups();
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std::map<dl::String, dl::bella_sdk::Node> belGroupNodes; // Map of UUID to bella node
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std::map<dl::String, dl::bella_sdk::Node> belCanonicalNodes; // Map of UUID to bella node
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// First pass to create all the Bella nodes for the groups
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for (const auto& [groupName, groupInfo] : jsonGroups) {
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dl::String belGroupUUID = dl::String(groupName.c_str());
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belGroupUUID = belGroupUUID.replace("-", "_"); // Make sure the group name is valid for a Bella node name
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belGroupUUID = "_" + belGroupUUID; // Make sure the group name is valid for a Bella node name
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belGroupNodes[belGroupUUID] = belScene.createNode("xform", belGroupUUID, belGroupUUID); // Create a Bella node for the group
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VmaxMatrix4x4 objectMat4 = combineVmaxTransforms(groupInfo.rotation[0],
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groupInfo.rotation[1],
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groupInfo.rotation[2],
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groupInfo.rotation[3],
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groupInfo.position[0],
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groupInfo.position[1],
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groupInfo.position[2],
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groupInfo.scale[0],
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groupInfo.scale[1],
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groupInfo.scale[2]);
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belGroupNodes[belGroupUUID]["steps"][0]["xform"] = dl::Mat4({
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objectMat4.m[0][0], objectMat4.m[0][1], objectMat4.m[0][2], objectMat4.m[0][3],
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objectMat4.m[1][0], objectMat4.m[1][1], objectMat4.m[1][2], objectMat4.m[1][3],
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objectMat4.m[2][0], objectMat4.m[2][1], objectMat4.m[2][2], objectMat4.m[2][3],
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objectMat4.m[3][0], objectMat4.m[3][1], objectMat4.m[3][2], objectMat4.m[3][3]
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});
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}
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// json file is allowed the parent to be defined after the child, requiring us to create all the bella nodes before we can parent them
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for (const auto& [groupName, groupInfo] : jsonGroups) {
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dl::String belGroupUUID = dl::String(groupName.c_str());
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belGroupUUID = belGroupUUID.replace("-", "_");
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belGroupUUID = "_" + belGroupUUID;
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if (groupInfo.parentId == "") {
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belGroupNodes[belGroupUUID].parentTo(belWorld); // Group without a parent is a child of the world
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} else {
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dl::String belPPPGroupUUID = dl::String(groupInfo.parentId.c_str());
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belPPPGroupUUID = belPPPGroupUUID.replace("-", "_");
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belPPPGroupUUID = "_" + belPPPGroupUUID;
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dl::bella_sdk::Node myParentGroup = belGroupNodes[belPPPGroupUUID]; // Get bella obj
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belGroupNodes[belGroupUUID].parentTo(myParentGroup); // Group underneath a group
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}
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}
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// Efficiently process unique models by examining only the first instance of each model type.
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// Example: If we have 100 instances of 3 different models:
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// "model1.vmaxb": [instance1, instance2, ..., instance50],
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// "model2.vmaxb": [instance1, ..., instance30],
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// "model3.vmaxb": [instance1, ..., instance20]
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// This loop runs only 3 times (once per unique model), not 100 times (once per instance)
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auto modelVmaxbMap = vmaxSceneParser.getModelContentVMaxbMap();
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std::vector<VmaxModel> allModels;
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std::vector<std::vector<VmaxRGBA>> vmaxPalettes; // one palette per model
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std::vector<std::array<VmaxMaterial, 8>> vmaxMaterials; // one material per model
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//std::vector<std::array<VmaxMaterial, 8>> allMaterials; // one material per model
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//std::vector<std::vector<VmaxRGBA>> allPalettes;
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essentialsToScene(belScene); // create the basic scene elements in Bella
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// Loop over each model defined in scene.json and process the first instance
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// This will be out canonical models, not instances
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// todo rename model to objects as per vmax
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for (const auto& [vmaxContentName, vmaxModelList] : modelVmaxbMap) {
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std::cout << "vmaxContentName: " << vmaxContentName << std::endl;
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VmaxModel currentVmaxModel(vmaxContentName);
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const auto& jsonModelInfo = vmaxModelList.front(); // get the first model, others are instances at the scene level
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std::vector<double> position = jsonModelInfo.position;
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std::vector<double> rotation = jsonModelInfo.rotation;
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std::vector<double> scale = jsonModelInfo.scale;
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std::vector<double> extentCenter = jsonModelInfo.extentCenter;
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/*VmaxMatrix4x4 modelMat4 = combineVmaxTransforms(rotation[0],
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rotation[1],
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rotation[2],
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rotation[3],
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position[0],
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position[1],
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position[2],
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scale[0],
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scale[1],
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scale[2]);*/
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//modelMatrix = scaleMatrix * modelMatrix * transMatrix;
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// Get file names
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dl::String materialName = vmaxDirName + "/" + jsonModelInfo.paletteFile.c_str();
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materialName = materialName.replace(".png", ".settings.vmaxpsb");
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// Get this models colors from the paletteN.png
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dl::String pngName = vmaxDirName + "/" + jsonModelInfo.paletteFile.c_str();
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vmaxPalettes.push_back(read256x1PaletteFromPNG(pngName.buf())); // gather all models palettes
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//allPalettes.push_back(read256x1PaletteFromPNG(pngName.buf())); // gather all models palettes
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if (vmaxPalettes.empty()) { throw std::runtime_error("Failed to read palette from: png " ); }
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// Read contentsN.vmaxb plist file, lzfse compressed
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dl::String modelFileName = vmaxDirName + "/" + jsonModelInfo.dataFile.c_str();
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plist_t plist_model_root = readPlist(modelFileName.buf(), true); // decompress=true
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plist_t plist_snapshots_array = plist_dict_get_item(plist_model_root, "snapshots");
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uint32_t snapshots_array_size = plist_array_get_size(plist_snapshots_array);
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//std::cout << "snapshots_array_size: " << snapshots_array_size << std::endl;
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// Create a VmaxModel object
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//VmaxModel currentVmaxModel(vmaxContentName);
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for (uint32_t i = 0; i < snapshots_array_size; i++) {
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plist_t plist_snapshot = plist_array_get_item(plist_snapshots_array, i);
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plist_t plist_chunk = getNestedPlistNode(plist_snapshot, {"s", "id", "c"});
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plist_t plist_datastream = getNestedPlistNode(plist_snapshot, {"s", "ds"});
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uint64_t chunkID;
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plist_get_uint_val(plist_chunk, &chunkID);
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VmaxChunkInfo chunkInfo = vmaxChunkInfo(plist_snapshot);
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//std::cout << "\nChunkID: " << chunkInfo.id << std::endl;
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//std::cout << "TypeID: " << chunkInfo.type << std::endl;
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//std::cout << "MortonCode: " << chunkInfo.mortoncode << "\n" <<std::endl;
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std::vector<VmaxVoxel> xvoxels = vmaxVoxelInfo(plist_datastream, chunkInfo.id, chunkInfo.mortoncode);
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//std::cout << "xxxvoxels: " << xvoxels.size() << std::endl;
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for (const auto& voxel : xvoxels) {
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currentVmaxModel.addVoxel(voxel.x, voxel.y, voxel.z, voxel.material, voxel.palette ,chunkInfo.id, chunkInfo.mortoncode);
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}
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}
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allModels.push_back(currentVmaxModel);
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// Parse the materials store in paletteN.settings.vmaxpsb
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plist_t plist_material = readPlist(materialName.buf(),false); // decompress=false
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std::array<VmaxMaterial, 8> currentMaterials = getVmaxMaterials(plist_material);
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vmaxMaterials.push_back(currentMaterials);
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}
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//}
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int modelIndex=0;
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// Need to access voxles by material and color groupings
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// Models are canonical models, not instances
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// Vmax objects are instances of models
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// First create canonical models and they are NOT attached to belWorld
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for (const auto& eachModel : allModels) {
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//if (modelIndex == 0) { // only process the first model
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std::cout << modelIndex << "Model: " << eachModel.vmaxbFileName << std::endl;
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std::cout << "Voxel Count Model: " << eachModel.getTotalVoxelCount() << std::endl;
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dl::bella_sdk::Node belModel = addModelToScene(belScene, belWorld, eachModel, vmaxPalettes[modelIndex], vmaxMaterials[modelIndex]);
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// TODO add to a map of canonical models
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dl::String lllmodelName = dl::String(eachModel.vmaxbFileName.c_str());
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dl::String lllcanonicalName = lllmodelName.replace(".vmaxb", "");
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std::cout << "========lllcanonicalName: " << lllcanonicalName.buf() << std::endl;
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belCanonicalNodes[lllcanonicalName.buf()] = belModel;
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modelIndex++;
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}
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// Second Loop through each vmax object and create an instance of the canonical model
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// This is the instances of the models, we did a pass to create the canonical models earlier
|
||
for (const auto& [vmaxContentName, vmaxModelList] : modelVmaxbMap) {
|
||
//std::cout << "model: " << vmaxContentName << std::endl;
|
||
VmaxModel currentVmaxModel(vmaxContentName);
|
||
for(const auto& jsonModelInfo : vmaxModelList) {
|
||
std::vector<double> position = jsonModelInfo.position;
|
||
std::vector<double> rotation = jsonModelInfo.rotation;
|
||
std::vector<double> scale = jsonModelInfo.scale;
|
||
std::vector<double> extentCenter = jsonModelInfo.extentCenter;
|
||
auto jsonParentId = jsonModelInfo.parentId;
|
||
auto belParentId = dl::String(jsonParentId.c_str());
|
||
dl::String belParentGroupUUID = belParentId.replace("-", "_");
|
||
belParentGroupUUID = "_" + belParentGroupUUID;
|
||
|
||
auto belObjectId = dl::String(jsonModelInfo.id.c_str());
|
||
belObjectId = belObjectId.replace("-", "_");
|
||
belObjectId = "_" + belObjectId;
|
||
|
||
dl::String getCanonicalName = dl::String(jsonModelInfo.dataFile.c_str());
|
||
dl::String canonicalName = getCanonicalName.replace(".vmaxb", "");
|
||
//get bel node from canonical name
|
||
auto belCanonicalNode = belCanonicalNodes[canonicalName.buf()];
|
||
auto foofoo = belScene.findNode(canonicalName);
|
||
|
||
|
||
VmaxMatrix4x4 objectMat4 = combineVmaxTransforms(rotation[0],
|
||
rotation[1],
|
||
rotation[2],
|
||
rotation[3],
|
||
position[0],
|
||
position[1],
|
||
position[2],
|
||
scale[0],
|
||
scale[1],
|
||
scale[2]);
|
||
|
||
auto belNodeObjectInstance = belScene.createNode("xform", belObjectId, belObjectId);
|
||
belNodeObjectInstance["steps"][0]["xform"] = dl::Mat4({
|
||
objectMat4.m[0][0], objectMat4.m[0][1], objectMat4.m[0][2], objectMat4.m[0][3],
|
||
objectMat4.m[1][0], objectMat4.m[1][1], objectMat4.m[1][2], objectMat4.m[1][3],
|
||
objectMat4.m[2][0], objectMat4.m[2][1], objectMat4.m[2][2], objectMat4.m[2][3],
|
||
objectMat4.m[3][0], objectMat4.m[3][1], objectMat4.m[3][2], objectMat4.m[3][3]
|
||
});
|
||
|
||
if (jsonParentId == "") {
|
||
belNodeObjectInstance.parentTo(belScene.world());
|
||
} else {
|
||
belNodeObjectInstance.parentTo(belGroupNodes[belParentGroupUUID]);
|
||
}
|
||
foofoo.parentTo(belNodeObjectInstance);
|
||
}
|
||
}
|
||
|
||
// Write Bella File .bsz=compressed .bsa=ascii .bsx=binary
|
||
belScene.write(bszName.buf());
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
|
||
// @param belScene - the scene to create the essentials in
|
||
// @return - the world node
|
||
dl::bella_sdk::Node essentialsToScene(dl::bella_sdk::Scene& belScene) {
|
||
// Create the basic scene elements in Bella
|
||
// Each line creates a different type of node in the scene auto belBeautyPass = belScene.createNode("beautyPass","oomerBeautyPass","oomerBeautyPass");
|
||
auto belWorld = belScene.world(); // Get scene world root
|
||
{
|
||
dl::bella_sdk::Scene::EventScope es(belScene);
|
||
|
||
auto belCamForm = belScene.createNode("xform","oomerCameraXform","oomerCameraXform");
|
||
auto belCam = belScene.createNode("camera","oomerCamera","oomerCamera");
|
||
auto belSensor = belScene.createNode("sensor","oomerSensor","oomerSensor");
|
||
auto belLens = belScene.createNode("thinLens","oomerThinLens","oomerThinLens");
|
||
auto belImageDome = belScene.createNode("imageDome","oomerImageDome","oomerImageDome");
|
||
auto belGroundPlane = belScene.createNode("groundPlane","oomerGroundPlane","oomerGroundPlane");
|
||
|
||
auto belBeautyPass = belScene.createNode("beautyPass","oomerBeautyPass","oomerBeautyPass");
|
||
auto belGroundMat = belScene.createNode("quickMaterial","oomerGroundMat","oomerGroundMat");
|
||
auto belSun = belScene.createNode("sun","oomerSun","oomerSun");
|
||
auto belColorDome = belScene.createNode("colorDome","oomerColorDome","oomerColorDome");
|
||
auto belSettings = belScene.settings(); // Get scene settings
|
||
// Configure camera
|
||
belCam["resolution"] = dl::Vec2 {1920, 1080}; // Set resolution to 1080p
|
||
belCam["lens"] = belLens; // Connect camera to lens
|
||
belCam["sensor"] = belSensor; // Connect camera to sensor
|
||
belCamForm.parentTo(belWorld); // Parent camera transform to world
|
||
belCam.parentTo(belCamForm); // Parent camera to camera transform
|
||
|
||
// Position the camera with a transformation matrix
|
||
belCamForm["steps"][0]["xform"] = dl::Mat4 {0.525768608156, -0.850627633385, 0, 0, -0.234464751651, -0.144921468924, -0.961261695938, 0, 0.817675761479, 0.505401223947, -0.275637355817, 0, -88.12259018466, -54.468125200218, 50.706001690932, 1};
|
||
|
||
// Configure environment (image-based lighting)
|
||
belImageDome["ext"] = ".jpg";
|
||
belImageDome["dir"] = "./res";
|
||
belImageDome["multiplier"] = 6.0f;
|
||
belImageDome["file"] = "DayEnvironmentHDRI019_1K-TONEMAPPED";
|
||
belImageDome["overrides"]["background"] = belColorDome;
|
||
belColorDome["zenith"] = dl::Rgba{1.0f, 1.0f, 1.0f, 1.0f};
|
||
belColorDome["horizon"] = dl::Rgba{.85f, 0.76f, 0.294f, 1.0f};
|
||
belColorDome["altitude"] = 14.0f;
|
||
// Configure ground plane
|
||
belGroundPlane["elevation"] = -.5f;
|
||
belGroundPlane["material"] = belGroundMat;
|
||
|
||
/* Commented out: Sun configuration
|
||
belSun["size"] = 20.0f;
|
||
belSun["month"] = "july";
|
||
belSun["rotation"] = 50.0f;*/
|
||
|
||
// Configure materials
|
||
belGroundMat["type"] = "metal";
|
||
belGroundMat["roughness"] = 22.0f;
|
||
belGroundMat["color"] = dl::Rgba{0.138431623578, 0.5, 0.3, 1.0};
|
||
|
||
// Set up scene settings
|
||
belSettings["beautyPass"] = belBeautyPass;
|
||
belSettings["camera"] = belCam;
|
||
belSettings["environment"] = belColorDome;
|
||
belSettings["iprScale"] = 100.0f;
|
||
belSettings["threads"] = dl::bella_sdk::Input(0); // Auto-detect thread count
|
||
belSettings["groundPlane"] = belGroundPlane;
|
||
belSettings["iprNavigation"] = "maya"; // Use Maya-like navigation in viewer
|
||
//settings["sun"] = sun;
|
||
|
||
auto belVoxel = belScene.createNode("box","oomerVoxel","oomerVoxel");
|
||
auto belLiqVoxel = belScene.createNode("box","oomerLiqVoxel","oomerLiqVoxel");
|
||
auto belVoxelForm = belScene.createNode("xform","oomerVoxelXform","oomerVoxelXform");
|
||
auto belLiqVoxelForm = belScene.createNode("xform","oomerLiqVoxelXform","oomerLiqVoxelXform");
|
||
auto belVoxelMat = belScene.createNode("orenNayar","oomerVoxelMat","oomerVoxelMat");
|
||
auto belMeshVoxel = belScene.createNode("mesh", "oomerMeshVoxel");
|
||
#include "resources/smoothcube.h"
|
||
// Configure voxel box dimensions
|
||
belVoxel["radius"] = 0.33f;
|
||
belVoxel["sizeX"] = 0.99f;
|
||
belVoxel["sizeY"] = 0.99f;
|
||
belVoxel["sizeZ"] = 0.99f;
|
||
|
||
// Less gap to make liquid look better, allows more light to pass through
|
||
belLiqVoxel["sizeX"] = 0.99945f;
|
||
belLiqVoxel["sizeY"] = 0.99945f;
|
||
belLiqVoxel["sizeZ"] = 0.99945f;
|
||
|
||
belVoxel.parentTo(belVoxelForm);
|
||
belVoxelForm["steps"][0]["xform"] = dl::Mat4 {0.999,0,0,0,0,0.999,0,0,0,0,0.999,0,0,0,0,1};
|
||
belVoxelMat["reflectance"] = dl::Rgba{0.0, 0.0, 0.0, 1.0};
|
||
belVoxelForm["material"] = belVoxelMat;
|
||
|
||
|
||
}
|
||
return belWorld;
|
||
}
|
||
|
||
|
||
// Only add the canonical model to the scene
|
||
// We'll use xforms to instance the model
|
||
// Each model is stores in contentsN.vmaxb as a lzfe compressed plist
|
||
// Each model has a paletteN.png that maps 0-255 to colors
|
||
// The model stored in contentsN.vmaxb can have mulitple snapshots
|
||
// Each snapshot contains a chunkID, and a datastream
|
||
// The datastream contains the voxels for the snapshot
|
||
// The voxels are stored in chunks, each chunk is 8x8x8 voxels
|
||
// The chunks are stored in a morton order
|
||
dl::bella_sdk::Node addModelToScene(dl::bella_sdk::Scene& belScene, dl::bella_sdk::Node& belWorld, const VmaxModel& vmaxModel, const std::vector<VmaxRGBA>& vmaxPalette, const std::array<VmaxMaterial, 8>& vmaxMaterial) {
|
||
// Create Bella scene nodes for each voxel
|
||
int i = 0;
|
||
dl::String modelName = dl::String(vmaxModel.vmaxbFileName.c_str());
|
||
dl::String canonicalName = modelName.replace(".vmaxb", "");
|
||
dl::bella_sdk::Node belCanonicalNode;
|
||
{
|
||
dl::bella_sdk::Scene::EventScope es(belScene);
|
||
|
||
auto belVoxel = belScene.findNode("oomerVoxel");
|
||
auto belLiqVoxel = belScene.findNode("oomerLiqVoxel");
|
||
auto belMeshVoxel = belScene.findNode("oomerMeshVoxel");
|
||
auto belVoxelForm = belScene.findNode("oomerVoxelXform");
|
||
auto belLiqVoxelForm = belScene.findNode("oomerLiqVoxelXform");
|
||
|
||
auto modelXform = belScene.createNode("xform", canonicalName, canonicalName);
|
||
modelXform["steps"][0]["xform"] = dl::Mat4 {1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1};
|
||
for (const auto& [material, colorID] : vmaxModel.getUsedMaterialsAndColors()) {
|
||
for (int color : colorID) {
|
||
auto belInstancer = belScene.createNode("instancer",
|
||
canonicalName + dl::String("Material") + dl::String(material) + dl::String("Color") + dl::String(color));
|
||
auto xformsArray = dl::ds::Vector<dl::Mat4f>();
|
||
belInstancer["steps"][0]["xform"] = dl::Mat4 {1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1};
|
||
belInstancer.parentTo(modelXform);
|
||
|
||
auto belMaterial = belScene.createNode("quickMaterial",
|
||
canonicalName + dl::String("vmaxMat") + dl::String(material) + dl::String("Color") + dl::String(color));
|
||
|
||
|
||
if(material==7) {
|
||
belMaterial["type"] = "liquid";
|
||
//belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
|
||
belMaterial["liquidDepth"] = 100.0f;
|
||
belMaterial["ior"] = 1.11f;
|
||
} else if(material==6 || vmaxPalette[color-1].a < 255) {
|
||
belMaterial["type"] = "glass";
|
||
belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
|
||
belMaterial["glassDepth"] = 200.0f;
|
||
} else if(vmaxMaterial[material].metalness > 0.1f) {
|
||
belMaterial["type"] = "metal";
|
||
belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
|
||
} else if(vmaxMaterial[material].transmission > 0.0f) {
|
||
belMaterial["type"] = "dielectric";
|
||
belMaterial["transmission"] = vmaxMaterial[material].transmission;
|
||
} else if(vmaxMaterial[material].emission > 0.0f) {
|
||
belMaterial["type"] = "emitter";
|
||
belMaterial["emitterUnit"] = "radiance";
|
||
belMaterial["energy"] = vmaxMaterial[material].emission*1.0f;
|
||
} else {
|
||
belMaterial["type"] = "plastic";
|
||
belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
|
||
}
|
||
belInstancer["material"] = belMaterial;
|
||
// Convert 0-255 to 0-1 , remember to -1 color index becuase voxelmax needs 0 to indicate no voxel
|
||
double bellaR = static_cast<double>(vmaxPalette[color-1].r)/255.0;
|
||
double bellaG = static_cast<double>(vmaxPalette[color-1].g)/255.0;
|
||
double bellaB = static_cast<double>(vmaxPalette[color-1].b)/255.0;
|
||
double bellaA = static_cast<double>(vmaxPalette[color-1].a)/255.0;
|
||
belMaterial["color"] = dl::Rgba{ // convert sRGB to linear
|
||
srgbToLinear(bellaR),
|
||
srgbToLinear(bellaG),
|
||
srgbToLinear(bellaB),
|
||
bellaA // alpha is already linear
|
||
}; // colors ready to use in Bella
|
||
|
||
// Get all voxels for this material/color combination
|
||
const std::vector<VmaxVoxel>& voxelsOfType = vmaxModel.getVoxels(material, color);
|
||
int showchunk =0;
|
||
|
||
// Right now we group voxels by MatCol ie Mat0Col2
|
||
// But voxels are stored in chunks with many colors
|
||
// Since we aren't grouping voxels in chunks, we need to traverse the voxels
|
||
// and offset each voxel by the morton decode of chunk index
|
||
for (const auto& eachvoxel : voxelsOfType) {
|
||
// Get chunk coordinates and world origin
|
||
uint32_t _tempx, _tempy, _tempz;
|
||
decodeMorton3DOptimized(eachvoxel.chunkID, _tempx, _tempy, _tempz); // index IS the morton code
|
||
int worldOffsetX = _tempx * 24; // get world loc within 256x256x256 grid
|
||
int worldOffsetY = _tempy * 24; // Don't know why we need to multiply by 24
|
||
int worldOffsetZ = _tempz * 24; // use to be 32
|
||
xformsArray.push_back( dl::Mat4f{ 1, 0, 0, 0,
|
||
0, 1, 0, 0,
|
||
0, 0, 1, 0,
|
||
static_cast<float>(eachvoxel.x + worldOffsetX),
|
||
static_cast<float>(eachvoxel.y + worldOffsetY),
|
||
static_cast<float>(eachvoxel.z + worldOffsetZ), 1 });
|
||
}
|
||
belInstancer["steps"][0]["instances"] = xformsArray;
|
||
if(material==7) {
|
||
belLiqVoxel.parentTo(belInstancer);
|
||
} else {
|
||
belMeshVoxel.parentTo(belInstancer);
|
||
}
|
||
if(vmaxMaterial[material].emission > 0.0f) {
|
||
belVoxelForm.parentTo(belInstancer);
|
||
}
|
||
}
|
||
}
|
||
return modelXform;
|
||
}
|
||
return dl::bella_sdk::Node();
|
||
}
|