774 lines
26 KiB
Go
774 lines
26 KiB
Go
// Package threedb provides functionality for working with .3db file format.
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// This package contains the decoder for parsing 3D model data from the proprietary .3db format
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// used in the Diggles game. The format stores mesh data, materials, animations, and other
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// 3D model information in a binary structure.
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package threedb
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import (
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"encoding/binary"
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"io"
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"git.influ.su/artmares/digglestool/internal/pkg/errors"
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"git.influ.su/artmares/digglestool/internal/pkg/logger"
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)
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// Decoder is responsible for reading and parsing .3db file format.
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// It uses an io.ReadSeeker to navigate through the binary file structure
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// and extract model data according to the .3db format specification.
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type Decoder struct {
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reader io.ReadSeeker // The source from which the 3D model data is read
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}
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// NewDecoder creates a new Decoder instance with the provided reader.
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// The reader must implement io.ReadSeeker interface to allow both reading
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// and seeking within the file.
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func NewDecoder(reader io.ReadSeeker) *Decoder {
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return &Decoder{reader: reader}
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}
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// Decode parses the entire .3db file and populates the provided Model structure.
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// The .3db file format has a specific structure with sections for different types of data:
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// 1. File header (version and model name)
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// 2. Materials list
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// 3. Meshes with their properties
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// 4. Object definitions
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// 5. Animation data
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// 6. Shadow maps
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// 7. Cube maps (environment textures)
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// 8. Geometry data (triangles, texture coordinates, vertices, etc.)
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//
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// This method reads each section in sequence, following the file format specification.
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// If any error occurs during reading, the decoding process is aborted.
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func (dec *Decoder) Decode(model *Model) error {
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if model == nil {
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return errors.New("model is nil")
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}
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var err error
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// Read file header information
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if model.DBVersion, err = dec.readString(); err != nil {
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return errors.Wrap(err, "failed to read DB version")
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}
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if model.Name, err = dec.readString(); err != nil {
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return errors.Wrap(err, "failed to read model name")
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}
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// Read all model components in the order they appear in the file
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if err = dec.readMaterials(model); err != nil {
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return errors.Wrap(err, "failed to read materials")
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}
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if err = dec.readMeshes(model); err != nil {
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return errors.Wrap(err, "failed to read meshes")
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}
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if err = dec.readObjects(model); err != nil {
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return errors.Wrap(err, "failed to read objects")
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}
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if err = dec.readAnimations(model); err != nil {
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return errors.Wrap(err, "failed to read animations")
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}
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if err = dec.readShadows(model); err != nil {
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return errors.Wrap(err, "failed to read shadows")
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}
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if err = dec.readCubeMaps(model); err != nil {
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return errors.Wrap(err, "failed to read cube maps")
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}
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// Read the actual geometry data (triangles, texture coordinates, vertices, etc.)
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if err = dec.readData(model); err != nil {
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return errors.Wrap(err, "failed to read geometry data")
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}
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return nil
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}
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// seek advances the reader position by the specified offset.
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// This is used to skip over sections of the file that are not needed
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// or not yet understood in the file format.
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func (dec *Decoder) seek(offset int64) (err error) {
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_, err = dec.reader.Seek(offset, io.SeekCurrent)
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return
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}
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// read is a helper method that reads binary data from the reader into the provided destination.
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// All data in the .3db format is stored in little-endian byte order.
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func (dec *Decoder) read(dst any) error {
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return binary.Read(dec.reader, binary.LittleEndian, dst)
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}
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// readUInt8 reads an unsigned 8-bit integer from the binary stream.
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func (dec *Decoder) readUInt8() (result uint8, err error) {
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err = dec.read(&result)
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return
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}
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// readUInt16 reads an unsigned 16-bit integer from the binary stream.
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// These are commonly used for indices, counts, and references in the .3db format.
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func (dec *Decoder) readUInt16() (result uint16, err error) {
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err = dec.read(&result)
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return
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}
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// readUInt32 reads an unsigned 32-bit integer from the binary stream.
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// These are used for larger indices and counts in the .3db format.
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func (dec *Decoder) readUInt32() (result uint32, err error) {
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err = dec.read(&result)
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return
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}
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// readFloat32 reads a 32-bit floating point number from the binary stream.
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// These are used for coordinates, vectors, and other numeric values in the .3db format.
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func (dec *Decoder) readFloat32() (result float32, err error) {
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err = dec.read(&result)
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return
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}
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// readString reads a string from the binary stream.
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// In the .3db format, strings are stored as a 32-bit length followed by the string data.
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// This is used for names, paths, and other textual information in the model.
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func (dec *Decoder) readString() (string, error) {
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// First read the length of the string
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length, err := dec.readUInt32()
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if err != nil {
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return "", errors.Wrap(err, "failed to read string length")
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}
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// Then read the string data
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buf := make([]byte, length)
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if err = dec.read(&buf); err != nil {
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return "", errors.Wrap(err, "failed to read string data")
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}
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return string(buf), nil
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}
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// readVector reads a 3D vector (x, y, z coordinates) from the binary stream.
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// Vectors are used for positions, directions, and other spatial information in the model.
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// Each component of the vector is stored as a 32-bit floating point number.
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func (dec *Decoder) readVector() (*Vector, error) {
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var vec Vector
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var err error
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// Read the x, y, and z components of the vector
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if vec[0], err = dec.readFloat32(); err != nil {
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return nil, errors.Wrap(err, "failed to read vector X component")
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}
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if vec[1], err = dec.readFloat32(); err != nil {
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return nil, errors.Wrap(err, "failed to read vector Y component")
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}
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if vec[2], err = dec.readFloat32(); err != nil {
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return nil, errors.Wrap(err, "failed to read vector Z component")
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}
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return &vec, nil
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}
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// readMaterials reads the materials section of the .3db file.
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// Materials define the visual appearance of the model's surfaces and include
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// information about textures, colors, and other surface properties.
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// Each material has a name, a path to its texture file, and some additional properties.
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func (dec *Decoder) readMaterials(model *Model) error {
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// Read the number of materials in the file
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materialCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(materialCount)
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// Read each material's data
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for i := 0; i < count; i++ {
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material := Material{}
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// Read the material name (usually corresponds to a texture name)
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if material.Name, err = dec.readString(); err != nil {
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return err
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}
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// Read the path to the material's texture file
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if material.Path, err = dec.readString(); err != nil {
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return err
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}
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// Read an unknown property (possibly related to material properties or flags)
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if material.Unknown, err = dec.readUInt32(); err != nil {
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return err
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}
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// Add the material to the model's materials list
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model.Materials = append(model.Materials, material)
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}
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return nil
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}
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// readMeshes reads the meshes section of the .3db file.
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// Meshes are the 3D objects that make up the model. Each mesh consists of
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// a collection of triangles, texture coordinates, and vertices, organized into "links".
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// Meshes also contain transformation data and references to shadows and cube maps.
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func (dec *Decoder) readMeshes(model *Model) error {
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// Read the number of meshes in the file
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meshCount, err := dec.readUInt32()
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if err != nil {
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return err
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}
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count := int(meshCount)
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// Read each mesh's data
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for i := 0; i < count; i++ {
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mesh := Mesh{}
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// Read the mesh links (connections to materials, triangles, etc.)
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if err = dec.readMeshLink(&mesh); err != nil {
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return err
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}
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// Read two vectors that might represent position, scale, or other transformation data
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if mesh.Vector1, err = dec.readVector(); err != nil {
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return err
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}
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if mesh.Vector2, err = dec.readVector(); err != nil {
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return err
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}
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// Skip 128 bytes of unknown data
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_ = dec.seek(0x80)
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// Read the shadow index (reference to a shadow in the shadows section)
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if mesh.Shadow, err = dec.readUInt16(); err != nil {
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return err
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}
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// Skip 48 bytes of unknown data
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_ = dec.seek(0x30)
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// Read the cube map index (reference to a cube map in the cube maps section)
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if mesh.CMap, err = dec.readUInt16(); err != nil {
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return err
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}
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// Add the mesh to the model's meshes list
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model.Meshes = append(model.Meshes, mesh)
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}
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return nil
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}
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// readMeshLink reads the links section of a mesh.
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// Links connect a mesh to its materials, triangles, texture coordinates, vertices, and brightness values.
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// Each mesh can have multiple links, typically one for each material used in the mesh.
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func (dec *Decoder) readMeshLink(mesh *Mesh) error {
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// Read the number of links in the mesh
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meshLinkCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(meshLinkCount)
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// Read each link's data
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for i := 0; i < count; i++ {
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meshLink := MeshLink{}
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// Read the material index (reference to a material in the materials section)
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if meshLink.Material, err = dec.readUInt16(); err != nil {
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return err
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}
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// Read an unknown property
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if meshLink.Unknown, err = dec.readUInt16(); err != nil {
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return err
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}
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// Read indices to geometry data that will be read later in readData
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// These are indices into arrays of triangles, texture coordinates, points, and brightness values
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if meshLink.Triangles, err = dec.readUInt16(); err != nil {
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return err
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}
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if meshLink.TextureCoordinates, err = dec.readUInt16(); err != nil {
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return err
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}
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if meshLink.Points, err = dec.readUInt16(); err != nil {
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return err
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}
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if meshLink.Brightness, err = dec.readUInt16(); err != nil {
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return err
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}
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// Add the link to the mesh's links list
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mesh.Links = append(mesh.Links, meshLink)
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}
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return nil
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}
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// readObjects reads the objects section of the .3db file.
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// Objects are named collections of mesh indices that group meshes together
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// for logical organization or animation purposes. For example, all meshes
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// that make up a character's arm might be grouped under an "arm" object.
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func (dec *Decoder) readObjects(model *Model) error {
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// Read the number of key-value pairs (object definitions)
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keyValuePairCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(keyValuePairCount)
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// Initialize the objects map if there are objects to read
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if count > 0 && model.Objects == nil {
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model.Objects = make(map[string][]uint32)
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}
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// Read each object definition
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for i := 0; i < count; i++ {
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// Read the object name (key)
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var key string
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if key, err = dec.readString(); err != nil {
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return err
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}
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// Read the number of mesh indices in this object
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var objectCount uint16
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if objectCount, err = dec.readUInt16(); err != nil {
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return err
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}
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// Initialize the array for this object's mesh indices
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model.Objects[key] = make([]uint32, objectCount)
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// Read each mesh index
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for j := 0; j < int(objectCount); j++ {
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var n uint32
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if n, err = dec.readUInt32(); err != nil {
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return err
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}
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model.Objects[key] = append(model.Objects[key], n)
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}
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}
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return nil
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}
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// readAnimations reads the animations section of the .3db file.
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// Animations define how meshes move and rotate over time. Each animation
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// has a name, a list of mesh indices it affects, and transformation data.
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func (dec *Decoder) readAnimations(model *Model) error {
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// Read the number of animations
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animationCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(animationCount)
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// Read each animation
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for i := 0; i < count; i++ {
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animation := Animation{}
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// Read the animation name
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if animation.Name, err = dec.readString(); err != nil {
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return err
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}
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// Read the number of mesh indices this animation affects
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var meshIndexesCount uint16
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if meshIndexesCount, err = dec.readUInt16(); err != nil {
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return err
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}
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// Initialize the array for mesh indices
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animation.MeshIndexes = make([]uint32, meshIndexesCount)
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// Read each mesh index
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for j := 0; j < int(meshIndexesCount); j++ {
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var n uint32
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if n, err = dec.readUInt32(); err != nil {
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return err
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}
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animation.MeshIndexes[j] = n
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}
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// Read animation properties (some are not fully understood)
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// These might control timing, interpolation, or other animation parameters
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if animation.Unknown, err = dec.readUInt16(); err != nil {
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return err
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}
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if animation.Unknown1, err = dec.readUInt16(); err != nil {
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return err
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}
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if animation.Unknown2, err = dec.readUInt16(); err != nil {
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return err
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}
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// Read additional animation data
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if animation.Unknown3, err = dec.readString(); err != nil {
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return err
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}
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// Read movement and rotation vectors that define the animation transformation
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if animation.MoveVector, err = dec.readVector(); err != nil {
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return err
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}
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if animation.RotationVector, err = dec.readVector(); err != nil {
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return err
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}
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// Add the animation to the model's animations list
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model.Animations = append(model.Animations, animation)
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}
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return nil
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}
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// readShadows reads the shadows section of the .3db file.
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// Shadows appear to be stored as 32x32 pixel images, but this implementation
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// currently just skips over them without processing the data.
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func (dec *Decoder) readShadows(_ *Model) error {
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// Read the number of shadows
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shadowCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(shadowCount)
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// Skip over each shadow's data
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// Each shadow appears to be a 32x32 pixel image (1024 bytes)
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for i := 0; i < count; i++ {
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// Skip the shadow data
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_ = dec.seek(32 * 32)
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}
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return nil
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}
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// readCubeMaps reads the cube maps section of the .3db file.
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// Cube maps are used for environment reflections and are stored as
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// rectangular images with dimensions specified in the file.
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func (dec *Decoder) readCubeMaps(_ *Model) error {
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// Read the number of cube maps
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cubeMapCount, err := dec.readUInt16()
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if err != nil {
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return err
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}
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count := int(cubeMapCount)
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// Read each cube map
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for i := 0; i < count; i++ {
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// Read the dimensions of the cube map image
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var width, height uint16
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if width, err = dec.readUInt16(); err != nil {
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return err
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}
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if height, err = dec.readUInt16(); err != nil {
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return err
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}
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// Read two unknown values (possibly format or flags)
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_, _ = dec.readUInt16()
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_, _ = dec.readUInt16()
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// Skip the pixel data (width * height bytes)
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_ = dec.seek(int64(width * height))
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}
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return nil
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}
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// readData reads the geometry data section of the .3db file.
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// This is the most complex part of the file format, containing all the actual 3D geometry
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// information that defines the model's shape and appearance. The data is organized into
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// several arrays:
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//
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// 1. Triangles: Define the faces of the 3D model by referencing vertices
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// 2. Texture Coordinates: Define how textures are mapped onto the model's surface
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// 3. Points: The actual 3D vertices that make up the model's shape
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// 4. Brightness: Per-vertex lighting information
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//
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// The function first reads counts for each type of data, then reads arrays of counts
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// that indicate how many elements are in each sub-array. Finally, it reads the actual
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// geometry data by calling specialized functions for each data type.
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func (dec *Decoder) readData(model *Model) error {
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var (
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// These variables store the number of sub-arrays for each data type
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triangleCount uint16 // Number of triangle arrays
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trianglesCounts []uint16 // Number of triangles in each array
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textureCoordCount uint16 // Number of texture coordinate arrays
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textureCoordCounts []uint16 // Number of texture coordinates in each array
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pointCount uint16 // Number of point (vertex) arrays
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pointCounts []uint16 // Number of points in each array
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brightnessCount uint16 // Number of brightness arrays
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brightnessCounts []uint16 // Number of brightness values in each array
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unknownCount uint32 // Number of unknown data blocks to skip
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cnt uint16 // Temporary variable for reading counts
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err error
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)
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// Read the number of arrays for each data type
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if triangleCount, err = dec.readUInt16(); err != nil {
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return err
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}
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if textureCoordCount, err = dec.readUInt16(); err != nil {
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return err
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}
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if pointCount, err = dec.readUInt16(); err != nil {
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return err
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}
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if brightnessCount, err = dec.readUInt16(); err != nil {
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return err
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}
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// Read the count of unknown data blocks (possibly animation or physics related)
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if unknownCount, err = dec.readUInt32(); err != nil {
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return err
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}
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logger.Debug("unknownCount:", unknownCount)
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// Read the number of elements in each triangle array
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// Each value tells us how many triangles are in the corresponding array
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for i := 0; i < int(triangleCount); i++ {
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if cnt, err = dec.readUInt16(); err != nil {
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return err
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}
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trianglesCounts = append(trianglesCounts, cnt)
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}
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// Read the number of elements in each texture coordinate array
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// Each value tells us how many texture coordinates are in the corresponding array
|
|
for i := 0; i < int(textureCoordCount); i++ {
|
|
if cnt, err = dec.readUInt16(); err != nil {
|
|
return err
|
|
}
|
|
textureCoordCounts = append(textureCoordCounts, cnt)
|
|
}
|
|
|
|
// Read the number of elements in each point (vertex) array
|
|
// Each value tells us how many vertices are in the corresponding array
|
|
for i := 0; i < int(pointCount); i++ {
|
|
if cnt, err = dec.readUInt16(); err != nil {
|
|
return err
|
|
}
|
|
pointCounts = append(pointCounts, cnt)
|
|
}
|
|
|
|
// Read the number of elements in each brightness array
|
|
// Each value tells us how many brightness values are in the corresponding array
|
|
for i := 0; i < int(brightnessCount); i++ {
|
|
if cnt, err = dec.readUInt16(); err != nil {
|
|
return err
|
|
}
|
|
brightnessCounts = append(brightnessCounts, cnt)
|
|
}
|
|
|
|
// Skip over blocks of unknown data
|
|
// Each block is 20 bytes long and may contain additional model information
|
|
// that is not currently used by this decoder
|
|
for i := 0; i < int(unknownCount); i++ {
|
|
// Note: There was experimental code here to try to decode this data,
|
|
// but it's been commented out as the format is not fully understood.
|
|
// Each block appears to be 20 bytes in size.
|
|
_ = dec.seek(20)
|
|
}
|
|
|
|
// Now read the actual geometry data using the counts we've collected
|
|
|
|
// Read triangle indices that define the model's faces
|
|
if err = dec.readTriangles(model, int(triangleCount), trianglesCounts); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read texture coordinates that define how textures map onto the model
|
|
if err = dec.readTextureCoordinates(model, int(textureCoordCount), textureCoordCounts); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read 3D points (vertices) that define the model's shape
|
|
if err = dec.readPoint(model, int(pointCount), pointCounts); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read brightness values that define per-vertex lighting
|
|
if err = dec.readBrightness(model, int(brightnessCount), brightnessCounts); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// readTriangles reads the triangle data from the .3db file.
|
|
// Triangles are the fundamental building blocks of 3D models, defining the faces
|
|
// that make up the model's surface. Each triangle is defined by three indices that
|
|
// reference vertices in the corresponding point array.
|
|
//
|
|
// The function reads 'count' arrays of triangles, where each array contains a variable
|
|
// number of triangle indices as specified in the 'counts' slice. Each triangle index
|
|
// is stored as a 16-bit unsigned integer.
|
|
//
|
|
// In 3D graphics, triangles are used because they are always planar (flat) and can
|
|
// approximate any 3D surface when used in sufficient numbers. The triangles in this
|
|
// format appear to reference vertices in the corresponding point arrays, allowing
|
|
// the renderer to construct the 3D mesh.
|
|
func (dec *Decoder) readTriangles(model *Model, count int, counts []uint16) error {
|
|
// Process each array of triangles
|
|
for i := 0; i < count; i++ {
|
|
// Get the number of triangle indices in this array
|
|
cnt := int(counts[i])
|
|
var triangles []uint16
|
|
|
|
// Read each triangle index
|
|
for j := 0; j < cnt; j++ {
|
|
n, err := dec.readUInt16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
triangles = append(triangles, n)
|
|
}
|
|
|
|
// Add the array of triangles to the model
|
|
model.Triangles = append(model.Triangles, triangles)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// readTextureCoordinates reads the texture coordinate data from the .3db file.
|
|
// Texture coordinates (also known as UV coordinates) define how 2D textures are mapped
|
|
// onto the 3D model's surface. Each texture coordinate is a 2D point (u,v) that maps
|
|
// a vertex of the 3D model to a specific point on the texture image.
|
|
//
|
|
// The function reads 'count' arrays of texture coordinates, where each array contains
|
|
// a variable number of coordinates as specified in the 'counts' slice. Each coordinate
|
|
// consists of two 32-bit floating point values (u,v) that range from 0.0 to 1.0,
|
|
// representing relative positions on the texture image:
|
|
// - u: Horizontal position (0.0 = left edge, 1.0 = right edge)
|
|
// - v: Vertical position (0.0 = top edge, 1.0 = bottom edge)
|
|
//
|
|
// Texture mapping is a critical part of 3D rendering as it allows detailed 2D images
|
|
// to be applied to 3D surfaces, giving models realistic appearance without requiring
|
|
// extremely complex geometry.
|
|
func (dec *Decoder) readTextureCoordinates(model *Model, count int, counts []uint16) error {
|
|
// Process each array of texture coordinates
|
|
for i := 0; i < count; i++ {
|
|
// Get the number of texture coordinates in this array
|
|
cnt := int(counts[i])
|
|
var cords []Coordinate
|
|
|
|
// Read each texture coordinate (u,v pair)
|
|
for j := 0; j < cnt; j++ {
|
|
cord := Coordinate{}
|
|
|
|
// Read the u coordinate (horizontal position on texture)
|
|
u, err := dec.readFloat32()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read the v coordinate (vertical position on texture)
|
|
v, err := dec.readFloat32()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// Set the coordinate values and add to the array
|
|
cord.Set(u, v)
|
|
cords = append(cords, cord)
|
|
}
|
|
|
|
// Add the array of texture coordinates to the model
|
|
model.TextureCoordinates = append(model.TextureCoordinates, cords)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// readPoint reads the vertex data from the .3db file.
|
|
// Points (or vertices) are the fundamental 3D coordinates that define the shape of the model.
|
|
// Each point is a 3D vector with x, y, and z coordinates that specify its position in 3D space.
|
|
//
|
|
// The function reads 'count' arrays of points, where each array contains a variable
|
|
// number of vertices as specified in the 'counts' slice. Interestingly, in the .3db format,
|
|
// each coordinate is stored as a 16-bit unsigned integer (0-65535) rather than a floating point,
|
|
// which is then normalized to a floating point value between 0.0 and 1.0 by dividing by 0xFFFF (65535).
|
|
//
|
|
// This compression technique reduces file size while maintaining reasonable precision.
|
|
// The actual world-space coordinates are likely calculated by applying transformations
|
|
// (scaling, rotation, translation) to these normalized coordinates during rendering.
|
|
//
|
|
// The normalization formula is:
|
|
//
|
|
// float_value = uint16_value / 65535.0
|
|
//
|
|
// This gives a value in the range [0.0, 1.0] which can later be transformed to the
|
|
// appropriate scale and position in the 3D world.
|
|
func (dec *Decoder) readPoint(model *Model, count int, counts []uint16) error {
|
|
// Process each array of points (vertices)
|
|
for i := 0; i < count; i++ {
|
|
// Get the number of points in this array
|
|
cnt := int(counts[i])
|
|
var vectors []Vector
|
|
|
|
// Read each point (3D vertex)
|
|
for j := 0; j < cnt; j++ {
|
|
vec := Vector{}
|
|
|
|
// Read the x coordinate as a 16-bit unsigned integer
|
|
ux, err := dec.readUInt16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read the y coordinate as a 16-bit unsigned integer
|
|
uy, err := dec.readUInt16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// Read the z coordinate as a 16-bit unsigned integer
|
|
uz, err := dec.readUInt16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// Convert the integer coordinates to normalized floating point values [0.0, 1.0]
|
|
// by dividing by the maximum 16-bit value (0xFFFF = 65535)
|
|
vec.Set(float32(ux)/float32(0xffff), float32(uy)/float32(0xffff), float32(uz)/float32(0xffff))
|
|
vectors = append(vectors, vec)
|
|
}
|
|
|
|
// Add the array of points to the model
|
|
model.Points = append(model.Points, vectors)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// readBrightness reads the brightness (lighting) data from the .3db file.
|
|
// Brightness values represent the lighting or shading information for each vertex
|
|
// in the model. This allows for pre-calculated lighting effects that don't need
|
|
// to be computed at runtime, which was important for older 3D engines with limited
|
|
// processing power.
|
|
//
|
|
// The function reads 'count' arrays of brightness values, where each array contains
|
|
// a variable number of values as specified in the 'counts' slice. Each brightness
|
|
// value is stored as an 8-bit unsigned integer (0-255), where:
|
|
// - 0 represents complete darkness (black)
|
|
// - 255 represents maximum brightness (white)
|
|
// - Values in between represent varying levels of gray
|
|
//
|
|
// These brightness values are typically used during rendering to modulate the color
|
|
// of each vertex, creating lighting effects like shadows, highlights, and ambient
|
|
// occlusion. The values might be applied directly to vertex colors or used as
|
|
// multipliers for texture colors.
|
|
//
|
|
// This approach to lighting was common in older 3D games where dynamic lighting
|
|
// was computationally expensive, so pre-calculated lighting was stored in the model.
|
|
func (dec *Decoder) readBrightness(model *Model, count int, counts []uint16) error {
|
|
// Process each array of brightness values
|
|
for i := 0; i < count; i++ {
|
|
// Get the number of brightness values in this array
|
|
cnt := int(counts[i])
|
|
var brightness []byte
|
|
|
|
// Read each brightness value
|
|
for j := 0; j < cnt; j++ {
|
|
// Read the brightness as an 8-bit unsigned integer (0-255)
|
|
b, err := dec.readUInt8()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
brightness = append(brightness, b)
|
|
}
|
|
|
|
// Add the array of brightness values to the model
|
|
model.Brightness = append(model.Brightness, brightness)
|
|
}
|
|
return nil
|
|
}
|