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VST-converter-kaitai.html
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VST-converter-kaitai.html
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<body>
<center> <h1>VST converter</h1>
Converts .VST files from NASA archives of MER missions into 3d meshes in PLY format or into pointcloud in XYZ format<br>
<i>by Jumpjack 2022</i><br>
<br>
</center>
Note: there is no progress indicator in this page: you must open console (F12 or CTRL+SHIFT+J) to see progress,
or wait for "Processing completed" alert before clicking SAVE buttons. <b>Processing can take several minutes</b>.<br>
<br>
Load VST file without texture: <input type="file" id="inpVSTfile" name = "inpVSTfile" width="100" accept=".vst"><br>
Get texture reference from VST file: <input type="file" id="inpHeaderFile" name = "inpHeaderFile" width="100" accept=".vst" ><br>
Texture reference: <span id = "spnTextureRef" name = "spnTextureRef">-</span><br>
Load VST and texture: <input type="file" id="inpVST_TXTfile" name = "inpVST_TXTfile" width="100" accept= ".vst,.img" multiple><br>
<span id="file_status" name="file_status" >waiting</span><br>
<span id="file_length" name="file_length" >-</span><br>
Status: <span id="status" name="status" >-</span><br>
<button id="PLY" name="PLY" onclick = "savePLY()">Save as .PLY</button><br>
<br>
<button id="XYZ" name="XYZ" onclick = "saveXYZ()">Save as .XYZ</button><br>
<br>
-----<br>
<canvas id="texture" name="texture" width="1024" height="1024"></canvas><br>
-----<br>
<script src="KaitaiStream.js"></script>
<script src="Vst-header.js"></script>
<script src="Vst.js"></script>
<script src="img_gray16.js"></script>
<script>
// 0.5.0: Fixed texture in PLY
// 0.4.0bis: Fixed texture handling in XYZ, lost texture in PLY...
// 0.4.0: Added texture in PLY
// 0.3.3: Fixed texture handler assignment and texture loading; enlarged canvas to 2048x2048 (?!?)
// 0.3.2: Added support for color images (to be improved with robustness)
// 0.3.1: Added robustness against invalid texture coordinates values
// 0.3.0: Texture working on XYZ
// 0.2.0: Prepared for imnplementation of texture; still only supporting bare .vst; to include kaitai library for IMG textures img_gray16.js
//LODS_TO_PROCESS = 1; // debug
FIRST_LOD_TO_PROCESS = 6;
LAST_LOD_TO_PROCESS = 6;
PROCESS_CHUNK = 1000;
canvas = document.getElementById('texture');
canvasWidth = canvas.width;
canvasHeight = canvas.height;
ctx = canvas.getContext('2d');
myVst = null;
myImg = null;
TEXTURE_WIDTH = 1024; // to do: implement KSY reader for just PDS label, extract texture metadata and use them to implement generic texture reader
TEXTURE_HEIGHT = 1024;
rgbComponents = [];
PLY_HEADER_BASE = "" +
"ply\n" +
"format ascii 1.0\n" +
"comment Created by VST JS convereter\n" +
"element vertex VVVV\n" +
"property float x\n" +
"property float y\n" +
"property float z\n" +
"TTTT" +
"element face FFFF\n" +
"property list uchar int vertex_index\n" +
"end_header\n";
PLY_TEXTURE_HEADER = "" +
"property uchar red\n" +
"property uchar green\n" +
"property uchar blue\n";
PLYfiles = [];
XYZfiles = [];
VST_HEADER_LENGTH = 1+1+1+1 + 1+1+1+1 + 4 + 4 + 1+1+1+1 + 1+1+1+1+1+1+1+1 + 4 + 4 + 4; // 40
BOUNDING_BOX_LENGTH = 6*4; // 24
TEXTURE_REF_LENGTH = 2048;
COORDINATE_SYSTEM_LENGTH = 4096;
LOD_HEADER_LENGTH = 4 + 1+1+1+1+1+1+1+1 + 4 + 4 + 4 + 4; //28
PATCH_HEADER_LENGTH = 8 + 4 + 4 + 4 + 4; // 24
const headerSelector = document.getElementById('inpHeaderFile');
headerSelector.addEventListener('change', (event) => {
loadVSTheader(event.target.files[0])
});
const VST_TXT_Selector = document.getElementById('inpVST_TXTfile');
VST_TXT_Selector.addEventListener('change', (event) => {
loadVST_TXT(event.target.files[0], event.target.files[1], event.target.files[2], event.target.files[3])
});
const VST_Selector = document.getElementById('inpVSTfile');
VST_Selector.addEventListener('change', (event) => {
loadVST(event.target.files[0])
});
function saveFile(fileContent, filename,status_id) {
myBlob = new Blob([fileContent], {type: "application/octet-stream"});
var url = window.URL.createObjectURL(myBlob);
var anchor = document.createElement("a");
anchor.href = url;
anchor.download = filename;
anchor.addEventListener('load', (event) => {
console.log("LOAD");
});
anchor.addEventListener('ended', (event) => {
console.log("ENDED");
});
anchor.addEventListener('loadeddata', (event) => {
console.log("loadeddata");
});
anchor.addEventListener('loadstart', (event) => {
console.log("loadstart");
});
anchor.addEventListener('mousedown', (event) => {
console.log("mousedown");
});
anchor.click();
window.URL.revokeObjectURL(url);
document.getElementById(status_id).innerHTML = "Saved to " + filename;
}
function loadVSTheader(fileHandler) {
const reader = new FileReader();
reader.addEventListener('load', (event) => {
rawFileContents = event.target.result;
fileContentsUInt8 = new Uint8Array(rawFileContents);
console.log("Loaded: ", event, rawFileContents.length);
document.getElementById("file_status").innerHTML = "Loaded";
document.getElementById("file_length").innerHTML = fileContentsUInt8.length + " bytes";
st = new KaitaiStream(fileContentsUInt8);
myVstHeader = new Vsth(st);
console.log("This file contains:");
console.log(myVstHeader.vistaHeader.lodsCount, " LODs");
sliceUInt8 = myVstHeader.textureRef;
textureRefRaw = String.fromCharCode(...sliceUInt8)
textureRef = textureRefRaw.split("\x00");
textureName = textureRef[2];
spnTextureRef.innerHTML = textureName;
});
reader.readAsArrayBuffer(fileHandler);
console.log("Header reading process initiated...");
}
function assignHandler(handlers, type, count) {
// TYPE:
// L2, L5, L7 for RGB bands
// VST for 3d product
//
// COUNT: number of expected selected files: 2 for B/W texture, 4 for color texture
// 0-1 2p
// 2-10 293977893
// 11-13 ffl
// 14-15 b1
// 16-17 au
// 18-22 p2372
// 23-24 l5 <<<<<<<<<---- Band
// 25-26 m1
if ((count !=2 ) && (count != 4 )) {
console.log("INTERNAL ERROR ON TEXTURE REQUEST: USER MUST SELECT 2 OR 4 FILES (VIL+IMG or VIL + L2+L5+L7)");
return null;
}
if (count == 4) { // color texture requires 3 .img files (one per band) and 1 VST file
filenames = [handlers[0].name.toUpperCase(), handlers[1].name.toUpperCase(), handlers[2].name.toUpperCase(), handlers[3].name.toUpperCase()];
} else {
//
}
if (count == 2) { // B/W texture
if ( handlers[0].name.toUpperCase().indexOf("VIL") < 0) {
if (type == "VST") {
console.log("B/W texture: returning ", handlers[1].name , " as 3d product.");
return handlers[1]
} else {
console.log("B/W texture: returning ", handlers[0].name , " as texture.");
return handlers[0]
}
} else {
if (type == "VST") {
console.log("B/W texture: returning ", handlers[0].name , " as 3d product.");
return handlers[0]
} else {
console.log("B/W texture: returning ", handlers[1].name , " as texture.");
return handlers[1]
}
}
}
for (var fileIndex=0; fileIndex < filenames.length; fileIndex++) {
var name = filenames[fileIndex].toUpperCase();
var band = name.substr(23,2).toUpperCase();
var productType = name.substr(11,3).toUpperCase();
switch (type) {
case "VST": // Looking for .VST file (=VIL product type)
console.log("VST requested at loop ", fileIndex, " examining ", name, ", type=", productType);
if (productType == "VIL") { // VST/VIL product confirmed, return handler
console.log("Colortexture: returning ", handlers[fileIndex].name , " as 3d product.");
return handlers[fileIndex]
} else {
console.log("not a VIL product, examine next file");
// not a VIL product, examine next file
}
break
case band: // Looking for specific band (L2, L5, L7) for color texture
console.log("Color texture: returning ", handlers[fileIndex].name , " as band ", band);
return handlers[fileIndex];
}
}
console.log(">>>>>>>>>>>>INTERNAL ERROR: UNABLE TO FIND TEXTURES IN THESE FILES:", filenames);
return -1;
}
function componentsFromImg(imgHandler, component) {
const reader = new FileReader();
reader.addEventListener('load', (event) => {
rawFileContents = event.target.result;
fileContentsUInt8 = new Uint8Array(rawFileContents);
console.log("Loaded: ", event, rawFileContents.length);
document.getElementById("file_status").innerHTML = "Loaded " + imgHandler.name;
document.getElementById("file_length").innerHTML = fileContentsUInt8.length + " bytes";
st = new KaitaiStream(fileContentsUInt8);
myImg = new ImgGray16(st);
console.log("myImg=",myImg);
rgbComponents[component] = [[],[]];
for (x = 0; x < 1023; x++) {
rgbComponents[component][x] = [];
for(y = 0; y < 1023; y++) {
rgbComponents[component][x][y] = myImg.lines[y].samples[x] / 10;
}
}
});
reader.readAsArrayBuffer(imgHandler);
console.log("Reading " + imgHandler.name);
}
function loadVST_TXT(handler1, handler2, handler3, handler4) {
clearCanvas();
if ((handler3 != null) && (handler4 != null)) { // 4 files selected ==> color texture
handlers = [handler1, handler2, handler3, handler4];
vstHandler = assignHandler(handlers,"VST",4);
R_Handler = assignHandler(handlers,"L2",4);
G_Handler = assignHandler(handlers,"L5",4);
B_Handler = assignHandler(handlers,"L7",4);
if ((vstHandler != null) && (R_Handler != null) && (G_Handler != null) && (B_Handler != null)) {
console.log("COLOR TEXTURE:", R_Handler.name, G_Handler.name, B_Handler.name)
console.log("VST:", vstHandler.name)
componentsFromImg(R_Handler,0);
componentsFromImg(G_Handler,1);
componentsFromImg(B_Handler,2);
loadVST(vstHandler);
} else {
console.log(">>>>>>>>>ERROR LOADING COLOR TEXTURE - VST, L2, L5, L7; ", vstHandler, R_Handler, G_Handler , B_Handler);
}
} else { // 2 files selected ==> B/W texture
handlers = [handler1, handler2];
vstHandler = assignHandler(handlers,"VST",2);
grayHandler = assignHandler(handlers,"L2",2);
if ((vstHandler != null) && (grayHandler != null)) {
componentsFromImg(grayHandler,0);
console.log("B/W TEXTURE:", grayHandler.name)
console.log("VST:", vstHandler.name)
loadVST(vstHandler); // debug
} else {
console.log(">>>>> ERROR LOADING B/W TEXTURE - VST, IMG:",vstHandler, grayHandler);
}
}
}
function loadVST(fileHandler) {
myName = fileHandler.name;
const reader = new FileReader();
reader.addEventListener('load', (event) => {
rawFileContents = event.target.result;
fileContentsUInt8 = new Uint8Array(rawFileContents); // Extract from the generic ArrayBuffer an array of Unsigned Integers (0..255)
console.log("Loaded: ", event, rawFileContents.length);
document.getElementById("file_status").innerHTML = "Loaded";
document.getElementById("file_length").innerHTML = fileContentsUInt8.length + " bytes";
st = new KaitaiStream(fileContentsUInt8);
myVst = new Vst(st);
totalFileLength = VST_HEADER_LENGTH +
BOUNDING_BOX_LENGTH +
TEXTURE_REF_LENGTH * myVst.vistaHeader.texturesCount +
COORDINATE_SYSTEM_LENGTH +
myVst.vistaHeader.vertexCount*20;
LODsLength = 0;
console.log("This file contains:");
console.log(myVst.lods.length, " LODs");
sliceUInt8 = myVst.textureRef;
textureRefRaw = String.fromCharCode(...sliceUInt8)
textureRef = textureRefRaw.split("\x00");
textureName = textureRef[2];
console.log(textureName);
//LODS_TO_PROCESS = myVst.lods.length; //debug
prevLODvertexCount = 0;
pointcloudReady = false;
meshReady = false;
for (var lodIndex = FIRST_LOD_TO_PROCESS; lodIndex < LAST_LOD_TO_PROCESS+1; lodIndex++) {
trianglesInLOD = 0;
myLOD = myVst.lods[lodIndex];
LODsLength += LOD_HEADER_LENGTH + BOUNDING_BOX_LENGTH;
lastVertex = myLOD.header.highestVertex;
LODvertexCount = myLOD.header.vertexCount;
firstVertex = lastVertex - LODvertexCount + 1;
console.log("Processing LOD n.", lodIndex , " of " , LAST_LOD_TO_PROCESS+1 - FIRST_LOD_TO_PROCESS);
console.log(" Contains n. " + myLOD.header.patchesCount + " patches.");
console.log(" Uses vertex from " + firstVertex + " to " + lastVertex);
LODtrianglesCount = 0; // For PLY output
PLYvertex = "";
PLYfaces = "";
PLYfiles.push("");
for (var patchIndex = 0; patchIndex < myLOD.header.patchesCount; patchIndex++) {
myPatch = myLOD.patches[patchIndex];
totalPatchLength = PATCH_HEADER_LENGTH + myPatch.header.stripsCount*4 + myPatch.header.indexCount*4;
LODsLength += totalPatchLength;
console.log(" Patch n. " + patchIndex);
console.log(" Arrays/Strips num: ", myPatch.header.stripsCount);
console.log(" Total length: ", totalPatchLength);
pointers = myPatch.pointersToVertexOfFaces; // Pointers to vertex database at beginning of file
XYZfile = "";
usedVertex = 0;
processCount = 0;
console.log("");
console.log(" Processing ", pointers.length , " vertex...");
for (p=0; p < pointers.length ; p++) {
processCount++;
if (processCount > PROCESS_CHUNK) {
processCount = 0;
progress = (100*p/pointers.length).toFixed(1);
console.log(progress , "%");
}
vertex = myVst.vertices[pointers[p]];
if ((vertex.x !== 0 ) && (vertex.y !== 0) && (vertex.z !== 0)) { // triple 0 = no 3d data => skip
XYZline = vertex.x + " " + vertex.y + " " + vertex.z;
usedVertex++;
if (myImg) {
textureX = (vertex.s * TEXTURE_WIDTH).toFixed(0)*1;
textureY = (vertex.t * TEXTURE_HEIGHT).toFixed(0)*1;
if ((textureX >= 0) && (textureX <= TEXTURE_WIDTH) && (textureY >= 0) && (textureY <= TEXTURE_HEIGHT) ) {
if (rgbComponents.length > 1) {
Rcompo = rgbComponents[0][textureX][textureY] ;
Gcompo = rgbComponents[1][textureX][textureY] ;
Bcompo = rgbComponents[2][textureX][textureY] ;
} else { // B/W texture
Rcompo = (myImg.lines[textureY].samples[textureX]/10).toFixed(0);
Gcompo = (myImg.lines[textureY].samples[textureX]/10).toFixed(0);
Bcompo = (myImg.lines[textureY].samples[textureX]/10).toFixed(0);
}
XYZline += " " + Rcompo + " " + Gcompo + " " + Bcompo + "\n";
writeCanvas(textureX,textureY, Rcompo, Gcompo, Bcompo);
} else { // Invalid texture coordinates
//
}
} else {
// no texture
XYZline += "\n";
}
} else {
// Invalid 3d data
}
XYZfile += XYZline;
} // vertex loop
XYZfiles.push(XYZfile);
//updateCanvas();
pointcloudReady = true;
console.log("Point clouod extracted, now processing triangles in ", myPatch.header.stripsCount , " trianglestrips...");
triangleStrips = [];
arrayOffset = 0;
arrayLen = 0; // dummy value, to properly calculate first arrayOffset (=0)
processedTriangles = 0;
// The "arrays" are actually just a sequence of values; how many values form
// an array depends on arrayLen values; such values are stored in sequence, just before the arrays.
totalArraysTrianglesCount = 0;
processCount = 0;
for (arrayIndex = 0; arrayIndex < myPatch.header.stripsCount; arrayIndex++) {
processCount++;
if (processCount > PROCESS_CHUNK) {
processCount = 0;
progress = (100*arrayIndex/myPatch.header.stripsCount).toFixed(1);
console.log(progress , "%");
}
// An = length of array n
// Sn = An - 2 = lenght of strip n = number of triangles
// Triangle n.1: vertex 0, 1, 2 of array
// Following triangles: Using the remaining (Sn -1) vertex after vertex 2
//
// Example:
// Array: [10, 15, 14, 18, 17, 11]
// ^^^^^^^^^^^ ^^^^^^^^^
// | | | |
// | | | |
// \ | / |
// Triangle n.1 |
// \- Further triangles
//
// [10, 15, 14, 18, 17, 11]
// | | |
// | | |
// \ | /
// n.2
//
// [10, 15, 14, 18, 17, 11]
// | | |
// | | |
// \ | /
// n.3
//
// [10, 15, 14, 18, 17, 11]
// | | |
// | | |
// \ | /
// n.4
//
// Array lenght : 6
// Strip lenght (= number of triangles): Sn = 6-2 = 4
// First triangle: [10, 15, 14]
// Other triangles are described by 3 vertex (Sn-1 = 3) after vertex of first triangle: 18, 17, 11
arrayOffset += arrayLen;
arrayLen = myPatch.trianglesStripsLengths[arrayIndex];
trianglesCount = arrayLen - 2; // Sn = An-2 0 number of triangles/faces in this strip
totalArraysTrianglesCount += trianglesCount;
//console.log("Processing array n.", arrayIndex , "(from pos. " , arrayOffset , " to pos " , (arrayOffset + arrayLen-1) );
triangleStrip = [];
triangles = [];
for (triangleIndex = 0 + 2; triangleIndex < arrayLen; triangleIndex++) {
//console.log("Processing triangle n." + (triangleIndex-1) + " of " + (arrayLen-3));
triangle = [];
PLYface = "3 "; // Always triangles
for (pointIndex = 0; pointIndex < 3; pointIndex++) {
if (triangleIndex % 2 == 0) { // Even triangle => CCW, Odd triangle => CW
vertexPointer = pointers[arrayOffset + triangleIndex - pointIndex];
} else {
vertexPointer = pointers[arrayOffset + triangleIndex - (2-pointIndex)];
}
//console.log("Adding point n." + (pointIndex+1) + " of 3");
// [ [1, 3, 5, 7], [11, 10, 8, 7, 9, 14 , 15], 6[, ...] Arrays database (=sequence of integers)
// ^^^^^^^^^^^ ^^^^^^^^^^
// | ^ | ^
// | | | |
// | triangleIndex | triangleIndex
// | (2..3) | (2..6)
// | |
// | |
// \- Array offset \- Array offset
// (constant) (constant)
x = myVst.vertices[vertexPointer].x;
y = myVst.vertices[vertexPointer].y;
z = myVst.vertices[vertexPointer].z;
point = {x, y, z};
PLYface += (vertexPointer - firstVertex) + " "; // Each ply file has its own independent index list starting from 0
triangle.push(point)
} // point
triangles.push(triangle);
PLYfaces += PLYface + "\n";
LODtrianglesCount++;
} // triangle loop
triangleStrips.push(triangles);
processedTriangles += triangles.length;
} // arrayIndex loop
trianglesInLOD += totalArraysTrianglesCount;
} // patches loop
PLYheader = PLY_HEADER_BASE.replace("VVVV", LODvertexCount);
PLYheader = PLYheader.replace("FFFF", LODtrianglesCount);
if (myImg) {
PLYheader = PLYheader.replace("TTTT", PLY_TEXTURE_HEADER); // Add texture metadata to header if texture is available
}
PLYfiles[lodIndex] = PLYheader;
console.log("FIRST,LAST=",firstVertex,lastVertex);
for (v=firstVertex; v <= lastVertex; v++) {
PLYvertex += myVst.vertices[v].x + " " + myVst.vertices[v].y + " " + myVst.vertices[v].z;
currentVertex = myVst.vertices[v];
if (myImg) { // append texture data if available
if ((currentVertex.s >= 0) && (currentVertex.s <= 1) && (currentVertex.t >= 0) && (currentVertex.t <= 1)) {
textureX = (myVst.vertices[v].s * TEXTURE_WIDTH).toFixed(0)*1;
textureY = (myVst.vertices[v].t * TEXTURE_HEIGHT).toFixed(0)*1;
textureValue = ((myImg.lines[textureY].samples[textureX])/10).toFixed(0); // Original value is 16 bit.
PLYtexture = " " + textureValue + " " + textureValue + " " + textureValue + "\n";
} else {
PLYtexture = " 0 0 0\n";
}
} else {
// no texture
PLYtexture = "\n";
}
PLYvertex += PLYtexture;
}
PLYfiles[lodIndex] += PLYvertex;
PLYfiles[lodIndex] += PLYfaces;
//console.log("File ply for LOD n. :" , lodIndex, PLYfiles[lodIndex]);
prevLODvertexCount = LODvertexCount;
console.log("triangles expected :",trianglesInLOD)
console.log("triangles processed :",processedTriangles)
} // LODs loop
totalFileLength += LODsLength;
console.log("totalFileLength=",totalFileLength);
meshReady = true;
alert("Processing completed. Now you can save to PLY or XYZ.");
});
reader.readAsArrayBuffer(fileHandler);
//console.log("Reading process initiated...");
}
function savePLY() {
if (!meshReady) {
alert("Mesh not ready!");
return;
}
for (lodIndex=0; lodIndex < PLYfiles.length+1; lodIndex++) {
if (PLYfiles[lodIndex]) {
if (PLYfiles[lodIndex].length>0) {
saveFile(PLYfiles[lodIndex], "LOD"+lodIndex + ".ply","file_status");
}
}
}
}
function saveXYZ() {
if (!pointcloudReady) {
alert("Point cloud not ready!");
return;
}
for (lodIndex=0; lodIndex < XYZfiles.length; lodIndex++) {
if (XYZfiles[lodIndex]) {
if (XYZfiles[lodIndex].length>0) {
saveFile(XYZfiles[lodIndex], "LOD"+lodIndex + ".txt","file_status");
}
}
}
}
function writeCanvas(x,y,r,g,b) {
ctx.fillStyle = 'rgb(' + r + ',' + g + ',' + b + ')';
ctx.fillRect(x,y,2,2);
}
function clearCanvas() {
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
ctx.rect(0, 0, canvasWidth, canvasHeight);
ctx.fillStyle = 'blue';
ctx.fill();
}
</script>
</body>
</html>