def convert_rsm(rsm_file: str, data_folder: str = "data", glb: bool = False) -> None: """ Converts an RSM file to glTF 2.0 Parameters ---------- rsm_file : string Path to the RSM file to convert data_folder : string Path to the data folder containing texture files glb : boolean Export as GLB (single binary file) """ logging.basicConfig(level=logging.INFO) _LOGGER.info(f"Converting RSM file '{rsm_file}'") rsm_file_path = Path(rsm_file) try: rsm_obj = _parse_rsm_file(rsm_file_path) except FileNotFoundError: _LOGGER.error(f"'{rsm_file_path}' isn't a file or doesn't exist") sys.exit(1) except ValidationNotEqualError as ex: _LOGGER.error(f"Invalid RSM file: {ex}") sys.exit(1) gltf_model = GLTFModel( asset=Asset(version='2.0', generator="rag2gltf"), samplers=[ Sampler( magFilter=9729, # LINEAR minFilter=9987, # LINEAR_MIPMAP_LINEAR wrapS=33071, # CLAMP_TO_EDGE wrapT=33071 # CLAMP_TO_EDGE ) ], nodes=[], meshes=[], buffers=[], bufferViews=[], accessors=[], images=[], textures=[], materials=[]) gltf_resources: List[FileResource] = [] _LOGGER.info("Converting textures ...") try: resources, tex_id_by_node = _convert_textures(rsm_obj, Path(data_folder), gltf_model) except FileNotFoundError as ex: _LOGGER.error(f"Cannot find texture file: {ex}") sys.exit(1) gltf_resources += resources _LOGGER.info("Converting 3D model ...") nodes = extract_nodes(rsm_obj) resources, root_nodes = _convert_nodes(rsm_obj.version, nodes, tex_id_by_node, gltf_model) gltf_model.scenes = [Scene(nodes=root_nodes)] gltf_resources += resources # Convert animations if rsm_obj.version >= 0x202: fps = rsm_obj.frame_rate_per_second else: fps = None _LOGGER.info("Converting animations ...") resources = _convert_animations(rsm_obj.version, fps, nodes, gltf_model) gltf_resources += resources if glb: destination_path = rsm_file_path.with_suffix(".glb").name else: destination_path = rsm_file_path.with_suffix(".gltf").name gltf = GLTF(model=gltf_model, resources=gltf_resources) gltf.export(destination_path) _LOGGER.info(f"Converted model has been saved as '{destination_path}'") sys.exit()
def export_gltf(icon, filename, metadata=None): basename = PurePath(filename).stem vertex_info_format = ("3f" * icon.animation_shapes) + "3f 2f 3f" float_size = struct.calcsize("f") animation_speed = 0.1 animation_present = icon.animation_shapes > 1 model_data = bytearray() mins = {} maxs = {} for i, vertex in enumerate(icon.vertices): for j, position in enumerate(vertex.positions): if j == 0: values_basis = [ position.x / 4096, -position.y / 4096, -position.z / 4096 ] values = values_basis else: # Subtract basis position to compensate for shape keys being relative to basis values = [ position.x / 4096 - values_basis[0], -position.y / 4096 - values_basis[1], -position.z / 4096 - values_basis[2] ] if j not in mins: mins[j] = values.copy() else: if values[0] < mins[j][0]: mins[j][0] = values[0] if values[1] < mins[j][1]: mins[j][1] = values[1] if values[2] < mins[j][2]: mins[j][2] = values[2] if j not in maxs: maxs[j] = values.copy() else: if values[0] > maxs[j][0]: maxs[j][0] = values[0] if values[1] > maxs[j][1]: maxs[j][1] = values[1] if values[2] > maxs[j][2]: maxs[j][2] = values[2] model_data.extend(struct.pack("3f", *values)) model_data.extend( struct.pack("3f 2f 3f", vertex.normal.x / 4096, -vertex.normal.y / 4096, -vertex.normal.z / 4096, 1.0 - (vertex.tex_coord.u / 4096), 1.0 - (vertex.tex_coord.v / 4096), vertex.color.r / 255, vertex.color.g / 255, vertex.color.b / 255)) # Generate animation data if multiple animation shapes are present if animation_present: animation_offset = len(model_data) for i in range(icon.frame_count + 1): model_data.extend(struct.pack("f", i * animation_speed)) for i, frame in enumerate(icon.frames + [icon.frames[0]]): segment = [struct.pack("f", 0.0)] * (icon.animation_shapes - 1) if frame.shape_id != 0: segment[frame.shape_id - 1] = struct.pack("f", 1.0) for item in segment: model_data.extend(item) animation_length = len(model_data) - animation_offset # Generate texture if isinstance(icon.texture, Ps2ico.CompressedTexture): image_data = convert_compressed_texture_data(icon.texture.size, icon.texture.data) elif isinstance(icon.texture, Ps2ico.UncompressedTexture): image_data = convert_uncompressed_texture_data(icon.texture.data) with BytesIO() as png: PILImage.frombytes("RGB", (128, 128), image_data).save(png, "png") texture_data = png.getvalue() # Basic glTF info model = GLTFModel() model.asset = Asset(version="2.0", generator=f"ico2gltf v{VERSION}") model.scenes = [Scene(nodes=[0])] model.scene = 0 model.nodes = [Node(mesh=0)] # If present, embed metadata if metadata: # Normalize title: turn japanese full-width characters into normal ones and insert the line break title = unicodedata.normalize("NFKC", metadata.title).rstrip("\x00") title = title[:metadata.offset_2nd_line // 2] + "\n" + title[metadata.offset_2nd_line // 2:] model.extras = { "title": title, "background_opacity": metadata.bg_opacity / 0x80, "background_bottom_left_color": [ metadata.bg_color_lowerleft.r / 0x80, metadata.bg_color_lowerleft.g / 0x80, metadata.bg_color_lowerleft.b / 0x80, metadata.bg_color_lowerleft.a / 0x80 ], "background_bottom_right_color": [ metadata.bg_color_lowerright.r / 0x80, metadata.bg_color_lowerright.g / 0x80, metadata.bg_color_lowerright.b / 0x80, metadata.bg_color_lowerright.a / 0x80 ], "background_top_left_color": [ metadata.bg_color_upperleft.r / 0x80, metadata.bg_color_upperleft.g / 0x80, metadata.bg_color_upperleft.b / 0x80, metadata.bg_color_upperleft.a / 0x80 ], "background_top_right_color": [ metadata.bg_color_upperright.r / 0x80, metadata.bg_color_upperright.g / 0x80, metadata.bg_color_upperright.b / 0x80, metadata.bg_color_lowerright.a / 0x80 ], "ambient_color": [ metadata.light_ambient_color.r, metadata.light_ambient_color.g, metadata.light_ambient_color.b ], "light1_direction": [ metadata.light1_direction.x, metadata.light1_direction.y, metadata.light1_direction.z ], "light1_color": [ metadata.light1_color.r, metadata.light1_color.g, metadata.light1_color.b, metadata.light1_color.a ], "light2_direction": [ metadata.light2_direction.x, metadata.light2_direction.y, metadata.light2_direction.z ], "light2_color": [ metadata.light2_color.r, metadata.light2_color.g, metadata.light2_color.b, metadata.light2_color.a ], "light3_direction": [ metadata.light3_direction.x, metadata.light3_direction.y, metadata.light3_direction.z ], "light3_color": [ metadata.light3_color.r, metadata.light3_color.g, metadata.light3_color.b, metadata.light3_color.a ], } # Meshes primitive = Primitive(attributes=Attributes( POSITION=0, NORMAL=icon.animation_shapes, TEXCOORD_0=icon.animation_shapes + 1, COLOR_0=icon.animation_shapes + 2), material=0) if animation_present: primitive.targets = [{ "POSITION": i + 1 } for i in range(icon.animation_shapes - 1)] model.meshes = [Mesh(name="Icon", primitives=[primitive])] # Buffers model.buffers = [ Buffer(uri=f"{basename}.bin", byteLength=len(model_data)), Buffer(uri=f"{basename}.png", byteLength=len(texture_data)) ] # Materials model.images = [Image(bufferView=1, mimeType="image/png")] model.textures = [Texture(source=0)] model.materials = [ Material(name="Material", pbrMetallicRoughness=PBRMetallicRoughness( baseColorTexture=TextureInfo(index=0), roughnessFactor=1, metallicFactor=0)) ] # Animations if animation_present: model.animations = [ Animation(name="Default", samplers=[ AnimationSampler( input=icon.animation_shapes + 3, output=icon.animation_shapes + 4, interpolation=Interpolation.LINEAR.value) ], channels=[ Channel(sampler=0, target=Target(node=0, path="weights")) ]), ] # Buffer Views model.bufferViews = [ BufferView(name="Data", buffer=0, byteStride=struct.calcsize(vertex_info_format), byteLength=len(model_data)), BufferView(name="Texture", buffer=1, byteLength=len(texture_data)), ] if animation_present: model.bufferViews.append( BufferView(name="Animation", buffer=0, byteOffset=animation_offset, byteLength=animation_length), ) # Accessors model.accessors = [ Accessor(name=f"Position {i}", bufferView=0, byteOffset=i * 3 * float_size, min=mins[i], max=maxs[i], count=len(icon.vertices), componentType=ComponentType.FLOAT.value, type=AccessorType.VEC3.value) for i in range(icon.animation_shapes) ] model.accessors.extend([ Accessor(name="Normal", bufferView=0, byteOffset=((icon.animation_shapes - 1) * 3 * float_size) + 3 * float_size, count=len(icon.vertices), componentType=ComponentType.FLOAT.value, type=AccessorType.VEC3.value), Accessor(name="UV", bufferView=0, byteOffset=((icon.animation_shapes - 1) * 3 * float_size) + 6 * float_size, count=len(icon.vertices), componentType=ComponentType.FLOAT.value, type=AccessorType.VEC2.value), Accessor(name="Color", bufferView=0, byteOffset=((icon.animation_shapes - 1) * 3 * float_size) + 8 * float_size, count=len(icon.vertices), componentType=ComponentType.FLOAT.value, type=AccessorType.VEC3.value), ]) if animation_present: model.accessors.extend([ Accessor(name="Animation Time", bufferView=2, byteOffset=0, min=[0.0], max=[(icon.frame_count) * animation_speed], count=(icon.frame_count + 1), componentType=ComponentType.FLOAT.value, type=AccessorType.SCALAR.value), Accessor(name="Animation Data", bufferView=2, byteOffset=(icon.frame_count + 1) * float_size, min=[0.0], max=[1.0], count=(icon.frame_count + 1) * (icon.animation_shapes - 1), componentType=ComponentType.FLOAT.value, type=AccessorType.SCALAR.value) ]) resources = [ FileResource(f"{basename}.bin", data=model_data), FileResource(f"{basename}.png", data=texture_data) ] gltf = GLTF(model=model, resources=resources) gltf.export(filename)