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VST-converter - 003.html
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VST-converter - 003.html
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s<!DOCTYPE html>
<html>
<head>
<title>ViSTa .vst 3d mesh file converter</title>
</head>
<body>
<script src="VST-utils.js"></script>
<script>
// 0.0.3 - Extraction of raw vertex and conversion to PLY format
// 0.0.2 - Patch and triangle strip ok
// 0.0.1 - LODs ok
var rawFileContents;
var fileContentsUInt8;
fields = [];
fieldNames = [];
LODfaces = [];
LODvertex = [];
LODlenghts = [];
LOD_vertex_DB_start= [];
LOD_vertex_DB_End = [];
const VALUE_LEN = 4 // 32 bit integer
const VST_HEADER_LEN = 40
const LOD_HEADER_LEN = 28
const BOUNDING_BOX_LEN = 24
const TEXTURE_REF_LEN = 2048
const COORD_SYS_LEN = 4096
const PATCH_HEADER_LEN = 24
// For VST header:
const TEXTURES_COUNT_OFFSET = 28
const VERTEX_COUNT_OFFSET = 32
const LODS_COUNT_OFFSET = 36
// For LOD header:
const LOD_VERTEX_COUNT_OFFSET = 12
const LOD_PATCHES_COUNT_OFFSET = 20
const LOD_LAST_VERTEX_POINTER_OFFSET = 24
// For PATCH:
const PATCH_TYPE_OFFSET = 8
const PATCH_FACES_COUNT_OFFSET = 16 // Number of "arrays of vertex pointers" ("=index arrays") in patch
const PATCH_VERTEX_COUNT_OFFSET = 20 // Number of "vertex pointers" (="index") in patch
// for Vertex:
const VALUES_PER_VERTEX = 5 // 2 for texture coordinates + 3 for space coordinates
const SINGLE_VERTEX_LEN = VALUES_PER_VERTEX * VALUE_LEN
function showHeader(uint8slice, fieldsCount, indent) {
// Show hex values of header, grouped by field length (for debugging purposes)
prevOffset = 0
prevLength = 0
// s = sliceToString(uint8slice,0,uint8slice.length)
//console.log(s);
for (fieldIndex = 0; fieldIndex < fieldsCount; fieldIndex++) {
fieldOffset = prevOffset + prevLength;
fieldLength = fields[fieldIndex];
fieldStr = uint8slice.slice(fieldOffset, fieldOffset + fieldLength);
console.log( indent,"Field ",(fieldIndex) , " (" , fieldNames[fieldIndex] , "): " , stringToHex(fieldStr) , " ---> " , stringToHexInv(fieldStr) , " ---> " , stringToDecInv(fieldStr));
prevOffset = fieldOffset;
prevLength = fieldLength;
}
}
function processFile() {
console.log(fileContentsUInt8,length);
LODtoConvert = 0;
texturesCount = getValFromString(fileContentsUInt8, TEXTURES_COUNT_OFFSET, VALUE_LEN)
vertexCount = getValFromString(fileContentsUInt8, VERTEX_COUNT_OFFSET, VALUE_LEN)
LODcount = getValFromString(fileContentsUInt8, LODS_COUNT_OFFSET, VALUE_LEN)
vertexListOffset = VST_HEADER_LEN + BOUNDING_BOX_LEN + texturesCount * TEXTURE_REF_LEN + COORD_SYS_LEN
vertexListLen = vertexCount * VALUES_PER_VERTEX * VALUE_LEN
vertexListEnd = vertexListOffset + vertexListLen - 1
vertexRawDatabase = fileContentsUInt8.slice(vertexListOffset, vertexListOffset + vertexListLen);
console.log("vertexRawDatabase length=",vertexRawDatabase.length);
//vertexProcessedDatabase = [];
vertexProcessedDatabaseFloatSpace = [];
vertexProcessedDatabaseFloatTexture = [];
vertexFieldsNames = ["textureS", "textureT", "spaceX", "spaceY", "spaceZ"]; // Each vertex is made of 5 elements: S,T coordinates for texture, x,y,z space cordinates
for (vertexIndex = 0; vertexIndex < vertexCount ; vertexIndex++) {
vertexLocalOffset = vertexIndex * (VALUES_PER_VERTEX * 4);
vertexElements = []; // To store the 5 elements of the vertex
vertexElementsFloatSpace = [];
vertexElementsFloatTexture = [];
vertexObj = {};
for (elementIndex = 0; elementIndex < VALUES_PER_VERTEX; elementIndex++) {
elementLocalOffset = vertexLocalOffset + elementIndex * 4;
vertexElement = vertexRawDatabase.slice(elementLocalOffset, elementLocalOffset + 4);
//vertexObj[vertexFieldsNames[elementIndex]] = vertexElement;
//vertexObj[vertexFieldsNames[elementIndex]+"_hex"] = stringToHex(vertexElement);
vertexFloatVal = sliceToFloat32(rawFileContents, vertexListOffset + vertexLocalOffset + elementIndex*4);
//vertexObj[vertexFieldsNames[elementIndex]+"_float"] = vertexFloatVal;
//vertexElements.push(vertexObj);
if (elementIndex > 1) { // only x,y,z
vertexElementsFloatSpace.push(vertexFloatVal);
} else { // only s,t
vertexElementsFloatTexture.push(vertexFloatVal);
}
}
//vertexProcessedDatabase.push(vertexElements);
vertexProcessedDatabaseFloatSpace.push(vertexElementsFloatSpace);
vertexProcessedDatabaseFloatTexture.push(vertexElementsFloatTexture);
}
console.log("vertexProcessedDatabaseFloatSpace length = ", vertexProcessedDatabaseFloatSpace.length);
console.log("vertexProcessedDatabaseFloatTexture length = ", vertexProcessedDatabaseFloatTexture.length);
createXYZ(vertexProcessedDatabaseFloatSpace);
firstLODoffset = vertexListEnd + 1
firstLODlen = getValFromString(fileContentsUInt8, firstLODoffset, VALUE_LEN)
prevLODoffset = firstLODoffset
prevLODlen = 0
for (LODindex = 0; LODindex < LODcount; LODindex++) {
console.log (" === LOD n." ,LODindex)
LODoffset = prevLODoffset + prevLODlen
LOD_Header_Contents = fileContentsUInt8.slice(LODoffset, LODoffset + LOD_HEADER_LEN);
console.log (" LODoffset: " +LODoffset+ " ($" + LODoffset.toString(16) + ")")
LODlen = getValFromString(fileContentsUInt8, LODoffset, 4)
LODlenghts[LODindex] = LODlen;
console.log (" LODlen: " + LODlen + " (0x" + LODlen.toString(16) + ")")
LOD_end = LODoffset + LODlen - 1
console.log (" LOD_end: " + LOD_end + "(0x" + LOD_end.toString(16) + ")")
nextLODoffset = LODoffset + LODlen
console.log (" Next LOD starts at: " + nextLODoffset + " (0x" + nextLODoffset.toString(16) + ")")
console.log (" Header: " + stringToHex(LOD_Header_Contents)); // Whole header preview
fields = [4,8,4,4,4,4];
fieldNames =["Total Size","Reserved", "N vertex" , "LOD threshold" ,"N patches" , "Last vertex index" ];
showHeader(LOD_Header_Contents, 6, " ") //Detailed header contents
LODvertexCount = getValFromString(fileContentsUInt8, LODoffset + LOD_VERTEX_COUNT_OFFSET, 4, "int")
console.log (" LODvertexCount: " + LODvertexCount + " (0x" + LODvertexCount.toString(16) + ")")
LODpatchesCount = getValFromString(fileContentsUInt8, LODoffset + LOD_PATCHES_COUNT_OFFSET, 4, "int")
console.log (" LODpatchesCount: " + LODpatchesCount + " (0x" + LODpatchesCount.toString(16) + ")")
LODmaxVert = getValFromString(fileContentsUInt8, LODoffset + LOD_LAST_VERTEX_POINTER_OFFSET, 4, "int")
console.log (" LODmaxVert: " + LODmaxVert + " (0x" + LODmaxVert.toString(16) + ")")
LOD_vertex_DB_start[LODindex] = LODoffset + LOD_HEADER_LEN + LODmaxVert - LODvertexCount + 1
LOD_vertex_DB_End[LODindex] = LODoffset + LOD_HEADER_LEN + LODmaxVert + 1
console.log (" Vertex database for this LOD: from 0x" + LOD_vertex_DB_start[LODindex].toString(16) + " to 0x " + LOD_vertex_DB_End[LODindex].toString(16))
prevLODoffset = LODoffset
prevLODlen = LODlen
prevPatchesBytes = 0
////////////////// ================ PATCH ===========
for (patchIndex = 0; patchIndex< LODpatchesCount; patchIndex++) {
console.log (" === PATCH n." + patchIndex)
patchOffset = LODoffset + LOD_HEADER_LEN + BOUNDING_BOX_LEN + prevPatchesBytes
console.log (" patchOffset: " + patchOffset + " ($" + patchOffset.toString(16) + ")")
fields= [8,4,4,4,4];
fieldNames = ["Reserved", "Triangles or PointClouds", "Pointer to texture", "N. of groups in patch", "Number of vertex pointers in patch"];
fieldsTypes = ["int","int","int","int","int"];
patchHeaderContents = fileContentsUInt8.slice(patchOffset, patchOffset + PATCH_HEADER_LEN);
showHeader(patchHeaderContents, 5, " "); // Detailed header contents
patchArraysCount = getValFromString(patchHeaderContents, 16, 4, "int"); // Number of index arrays in patch
patchIndexesCount = getValFromString(patchHeaderContents, 20, 4, "int"); // Number of indexes in the patch
patchLength = PATCH_HEADER_LEN + patchArraysCount*4 + patchIndexesCount*4;
console.log (" patchLength: " + patchLength);
//patchesCount = patchesCount + 1
prevPatchesBytes = prevPatchesBytes + patchLength;// debug
//// ============== INDEX ARRAY ==============
if ( LODindex === LODtoConvert ) {
arrayLenghtsDatabaseOffset = patchOffset + PATCH_HEADER_LEN;
arraysDatabaseOffset = arrayLenghtsDatabaseOffset + patchArraysCount;
lengthsDatabase = fileContentsUInt8.slice(arrayLenghtsDatabaseOffset, (arrayLenghtsDatabaseOffset + patchArraysCount) * 4);
arraysDatabase = fileContentsUInt8.slice(arraysDatabaseOffset, (arraysDatabaseOffset + patchIndexesCount) * 4);
totalIndexesCount = 0;
arrayLocalOffset=0;
arraysDatabaseInt = [];
for (arrayIndex = 0 ; arrayIndex < patchArraysCount; arrayIndex++) { // parse all arrays
arrayLength = getValFromString(lengthsDatabase, arrayIndex*4, 4, "int");
totalIndexesCount += arrayLength; // for debugging
arrayRawContents = arraysDatabase.slice(arrayLocalOffset, arrayLocalOffset + arrayLength * 4);
/*console.log(" Array n. " + arrayIndex +
"; length offset = " + (arrayLenghtsDatabaseOffset + arrayIndex*4).toString(16) +
", length = " + arrayLength +
", contents offset = " + (arraysDatabaseOffset + arrayLocalOffset).toString(16));*/
//console.log(" Raw contents = ", stringToHex(arrayRawContents));
arrayIntContents = [];
for (byteIndex = 0; byteIndex < arrayLength; byteIndex++) {
rawVal = getValFromString(arrayRawContents, byteIndex * 4, 4, "int");
//console.log(" rawVal=",rawVal);
arrayIntContents.push(rawVal);
}
arrayLocalOffset += arrayLength * 4;
arraysDatabaseInt.push(arrayIntContents);
//console.log(" Int Contents = ", arrayIntContents);
//console.log( createPLYline(vertexOffset));
}
console.log(" Arrays database (=triangles strip): ", arraysDatabaseInt);
console.log(" PATCH CHECK:");
console.log(" patchArraysCount=",patchArraysCount);
console.log(" patchIndexesCount=",patchIndexesCount);
console.log(" patchArraysCount + patchIndexesCount =",(patchArraysCount + patchIndexesCount));
console.log(" patchLength = PATCH_HEADER_LEN + patchArraysCount*4 + patchIndexesCount*4 =",(PATCH_HEADER_LEN + patchArraysCount*4 + patchIndexesCount*4), patchLength);
console.log(" totalIndexesCount=",totalIndexesCount + " should be = patchIndexesCount = " + patchIndexesCount);
console.log(" Next patch offset (or next LOD offset if last patch) = 0x" + (patchOffset + patchLength).toString(16));
}
}
LODfaces[LODindex] = patchArraysCount;
LODvertex[LODindex] = patchIndexesCount;
console.log("================================");
}
console.log ("Final report:")
totalLODSlength = 0
console.log ("Number of Levels Of Depth (LODs): " + LODcount)
console.log ("");
console.log ("LOD,", "Faces,", "Vertex used")
for (LODindex = 0; LODindex < LODcount; LODindex++) {
console.log (LODindex, LODfaces[LODindex], LODvertex[LODindex])
totalLODSlength = totalLODSlength + LODlenghts[LODindex]
}
fileHeaderLength = VST_HEADER_LEN + BOUNDING_BOX_LEN + texturesCount * TEXTURE_REF_LEN + COORD_SYS_LEN
console.log ("")
console.log ("N. of vertex: " + vertexCount)
console.log ("")
console.log ( "CHECK:")
console.log ( "File header length = " + fileHeaderLength)
console.log ( "total vertex length = "+ vertexListLen)
console.log ( "total LODS length = " + totalLODSlength)
console.log ( "file length = " , fileContentsUInt8.length, fileHeaderLength + vertexListLen + totalLODSlength)
}
function createXYZ(database) {
fileString = "";
database.forEach((vert) => {
fileString += vert[0] + " " + vert[1] + " " + vert[2] + "\n";
});
//console.log(fileString);
saveFile(fileString, "mymesh.txt");
}
</script>
Load and Save text file locally.<br>
<br>
<input type="file" id="inpFile" width="100" accept=".vst"><br>
Status: <span id="status" name="status">-</span>
<button id="btnSave" name="btnSave" onclick="saveFile(rawFileContents, myName)")>Save...</button><br>
<button id="btnProcess" name="btnProcess" onclick="processFile()">Process file</button><br>
<br>
See console for output.
</body>
<script>
const fileSelector = document.getElementById('inpFile');
fileSelector.addEventListener('change', (event) => loadFile(event.target.files[0]));
console.log("Ready.");
document.getElementById("status").innerHTML = "READY.";
</script>
</html>