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use std::{io::BufReader, path::Path};
use clap::{ArgMatches, Parser};
use serde::{Deserialize, Serialize};
use crate::{AttributeInfo, Error, MaterialInfo, TextureAttributeInfo, TextureInfo};
// Only a single normal and tangent attributes are supported on input meshes.
// If the input mesh format uses special attributes to store these quantities, then this
// name is inconsequential.
pub const NORMAL_ATTRIB_NAME: &str = "N";
pub const TANGENT_ATTRIB_NAME: &str = "T";
// Additional attribute (really accessor) names to be used on the output mainly for debugging.
// This helps to identify which accessors represent which data in the output gltf.
pub const INDEX_ATTRIB_NAME: &str = "I";
pub const POSITION_ATTRIB_NAME: &str = "P";
pub const POSITION_DISPLACEMENT_ATTRIB_NAME: &str = "dP";
pub const NORMAL_DISPLACEMENT_ATTRIB_NAME: &str = "dN";
pub const TANGENT_DISPLACEMENT_ATTRIB_NAME: &str = "dT";
pub const TIME_ATTRIB_NAME: &str = "time";
pub const WEIGHTS_ATTRIB_NAME: &str = "weights";
fn default_fps() -> u32 {
24
}
fn default_step() -> u32 {
1
}
fn default_mtl_id() -> String {
"mtl_id".to_string()
}
/// Output configuration for the generated glTF.
#[derive(Parser, Debug, Serialize, Deserialize)]
pub struct Config {
/// A glob pattern matching input mesh files.
///
/// Use # to match a frame number. If more than one '#' is used, the first
/// match will correspond to the frame number. Note that the glob pattern
/// should generally by provided as a quoted string to prevent the terminal
/// from evaluating it.
///
/// Strings within between braces (i.e. '{' and '}') will be used as names
/// for unique animations. This means that a single output can contain
/// multiple animations. If more than one group is specified, the matched
/// strings within will be concatenated to produce a unique name. Note that
/// for the time being, '{' '}' are ignored when the glob pattern is
/// matched.
#[clap(name = "PATTERN", default_value = "./#.obj")]
pub pattern: String,
/// Output glTF file.
#[clap(short, long, default_value = "./out.glb")]
pub output: std::path::PathBuf,
/// Silence all output.
#[clap(short, long)]
pub quiet: bool,
/// Frames per second.
///
/// 1/fps gives the time step between discrete frames. If 'time_step' is also provided, this
/// parameter is ignored.
#[clap(value_name = "FPS", short, long, default_value = "24")]
#[serde(default = "default_fps")]
pub fps: u32,
/// Time step in seconds between discrete frames.
///
/// Specifying this option overrides the time step that would be computed from 'fps', which is
/// set to 24 by default. This means that the default 'time_step' is equivalently 1/24.
#[clap(value_name = "TIMESTEP", short, long)]
pub time_step: Option<f32>,
/// Reverse polygon orientations on output meshes.
#[clap(short, long)]
#[serde(default)]
pub reverse: bool,
/// Invert tetrahedra orientations on input meshes.
#[clap(short, long)]
#[serde(default)]
pub invert_tets: bool,
/// Step by the given number of frames.
///
/// In other words, read frames in increments of 'step'. Note that this
/// does not affect the value for 'fps' or 'time_step' options. This number
/// must be at least 1.
///
/// For example for frames 1 to 10, a 'step' value of 3 will read frames 1,
/// 4, 7, and 10.
///
#[clap(value_name = "STEPS", short, long, default_value = "1")]
#[serde(default = "default_step")]
pub step: u32,
/// A dictionary of color attributes and their types.
///
/// The dictionary string should have the following pattern:
///
/// '{"color0":type0(component_type0), "color1":type1(component_type1), ..}'
///
/// The color attribute names should appear exactly how they are named in
/// the input mesh files. On the output, these names will be converted to
/// COLOR_# where # corresponds to the index (starting from
/// 0) in the order they are provided on the command line.
///
/// The associated types must have the format 'type(component)' where 'type'
/// is one of [Vec3, Vec4].
///
/// The component type can be one of [U8, U16, F32].
///
/// which correspond to 'GL_UNSIGNED_BYTE', 'GL_UNSIGNED_SHORT', and
/// 'GL_FLOAT' respectively.
///
/// Note that component type names may be specified in lower case as well.
///
/// LIMITATIONS:
///
/// See LIMITATIONS section for the '--attributes' flag.
///
/// EXAMPLES:
///
/// The following is a valid texture coordinate attribute list:
///
/// '{"diffuse": Vec3(f32), "bump": Vec3(F32)}'
///
#[clap(value_name = "ATTRIBS", short, long, default_value = "{}")]
#[serde(default)]
pub colors: AttributeInfo,
/// A dictionary of vertex attributes and their types.
///
/// The dictionary string should have the following pattern:
///
/// '{"attribute1":type1(component1), "attribute2":type2(component2), ..}'
///
/// Use this to specify custom attributes as well as special attributes like
/// normals and tangents, which are expected to be named "N" and "T"
/// respectively. If an input file does not have a specific way to specify
/// these attributes, make sure that they are appropriately named on the
/// input and have single precision floating point component type (f32).
///
/// For custom attributes, the attribute names should appear exactly how the
/// attribute is named in the input mesh files. On the output, the
/// attribute names will be converted to SCREAMING_SNAKE case prefixed with
/// an underscore as required by the glTF 2.0 specifications.
///
/// For example an attribute named "temperatureKelvin" will be stored as
/// "_TEMPERATURE_KELVIN" in the output. There are no guarantees for
/// collision resolution resulting from this conversion.
///
/// The associated types must have the format 'type(component)' where 'type'
/// is one of [Scalar, Vec2, Vec3, Vec4, Mat2, Mat3, or Mat4].
///
/// and 'component' is one of [I8, U8, I16, U16, U32, F32].
///
/// which correspond to 'GL_BYTE', 'GL_UNSIGNED_BYTE', 'GL_SHORT',
/// 'GL_UNSIGNED_SHORT', 'GL_UNSIGNED_INT' and 'GL_FLOAT' respectively.
///
/// Scalar types may be specified without the 'Scalar(..)', but with the
/// component type directly as 'attribute: F32' instead of 'attribute:
/// Scalar(F32)'.
///
/// If this flag is omitted, then gltfgen looks for normal vertex attributes
/// named "N" by default. This will pick up dedicated normal attributes in
/// formats like 'vn' in '.obj' files and NORMALS in '.vtk' files.
///
/// Note that type and component names may be specified in all lower case as
/// well.
///
/// LIMITATIONS:
///
/// Component types are not converted from the input to the output, so it's
/// important that they are stored in the input files exactly in the types
/// supported by glTF 2.0. This means that double precision float attribute
/// will not be transferred to a single precision float attribute in glTF,
/// but will simply be ignored.
///
/// EXAMPLES:
///
/// The following is a valid attribute list demonstrating different ways to
/// specify types and component types:
///
/// '{"temperature":F32, "force":Vec3(F32), "material":Scalar(u32)}'
///
#[clap(
value_name = "ATTRIBS",
short,
long,
default_value = "{\"N\":Vec3(f32)}"
)]
#[serde(default)]
pub attributes: AttributeInfo,
/// A dictionary of texture coordinate attributes and their types.
///
/// The dictionary string should have the following pattern:
///
/// '{"texcoord0":component_type1, "texcoord1":component_type2, ..}'
///
/// The texture coordinate attribute names should appear exactly how they
/// are named in the input mesh files. On the output, these names will be
/// converted to TEXCOORD_# where # corresponds to the index (starting from
/// 0) in the order they are provided on the command line.
///
/// The component type can be one of [U8, U16, F32].
///
/// which correspond to 'GL_UNSIGNED_BYTE', 'GL_UNSIGNED_SHORT', and
/// 'GL_FLOAT' respectively.
///
/// If this flag is omitted, then gltfgen looks for texture attributes
/// named "uv" by default. This will pick up dedicated texture attributes in
/// formats like 'vt' in '.obj' files and TEXTURE_COORDINATES in '.vtk' files.
///
///
/// Note that component type names may be specified in lower case as well.
///
/// LIMITATIONS:
///
/// See LIMITATIONS section for the '--attributes' flag.
///
/// EXAMPLES:
///
/// The following is a valid texture coordinate attribute list:
///
/// '{"uv": f32, "bump": F32}'
///
#[clap(
value_name = "TEXCOORDS",
short = 'u',
long,
default_value = "{\"uv\":f32}"
)]
#[serde(default)]
pub texcoords: TextureAttributeInfo,
/// A tuple of texture parameters.
///
/// Each struct should have the following pattern:
///
/// "(
/// image: Image,
/// [wrap_s: WrappingMode,]
/// [wrap_t: WrappingMode,]
/// [mag_filter: MagFilter,]
/// [min_filter: MinFilter,]
/// ) .."
///
/// where the fields in brackets '[]' are optional. 'Image',
/// 'WrappingMode', 'MagFilter' and 'MinFilter' are enums (variants) that
/// take on the following values:
///
/// 'Image' is one of{n}
/// * Auto(path_to_image){n}
/// * Uri(path_to_image){n}
/// * Embed(path_to_image){n}
///
/// where 'path_to_image' is the path to a 'png' or a 'jpeg' image which
/// will be either referenced ('Uri') or embedded ('Embed') into the gltf
/// file itself. Images specified 'Auto' will be referenced for `.gltf`
/// outputs and embedded for `.glb` outputs.
///
/// The remaining optional fields describe the sampler and can take on the
/// following values:
///
/// 'WrappingMode' is one of [ClampedToEdge, MirroredRepeat, Repeat
/// (default)].
///
/// 'MagFilter' is one of [Nearest, Linear].
///
/// 'MinFilter' is one of [Nearest, Linear, NearestMipmapNearest,
/// LinearMipmapNearest, NearestMipmapLinear, or LinearMipmapLinear].
///
/// See the glTF 2.0 specifications for more details
/// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#texture-data
///
/// Note that all options may be specified in snake_case as well.
///
/// EXAMPLES:
///
/// The following is a valid texture list:
///
/// '(image: Uri("./texture.png")) (image: Embed("./texture2.png"), wrap_s:
/// Repeat wrap_t: mirrored_repeat)'
///
#[clap(value_name = "TEXTURES", short = 'x', long)]
#[serde(default)]
pub textures: Vec<TextureInfo>,
/// A tuple of material properties.
///
/// Each struct should have the following pattern:
///
/// "(name:String, base_color:[f32; 4], base_texture:(index:u32,texcoord:u32),
/// metallic:f32, roughness:f32) .."
///
/// where 'f32' indicates a single precision floating point value, and 'u32'
/// a 32 bit unsigned integer. All fields are optional. The type '[f32; 4]'
/// is an array of 4 floats corresponding to red, green, blue and alpha
/// values between 0.0 and 1.0. 'metallic' and 'roughness' factors are
/// expected to be between 0.0 and 1.0.
///
/// 'base_texture' specifies the texture to be used by the material. 'index' specifies the
/// 0-based index of the texture provided by the '--textures' (or '-x') flag. 'texcoord'
/// specifies the index of the texture attribute specified by the '--texcoords' (or '-u') flag.
/// 'base_texture' is not set by default.
///
/// Default values are 0.0 for 'metallic', 0.5 for 'roughness', and [0.5, 0.5,
/// 0.5, 1.0] for 'base_color'.
///
/// If a texture is specified with the -x or --textures flag in 'Auto' mode
/// (default), then gltfgen will create a default binding to each 'Auto'
/// image found. Note that the 'index' specified in 'base_texture' will be
/// in the order the 'Auto' images are found, which is unspecified.
/// This means that it is best to place the 'Auto' image reference at the
/// end of the list if used.
///
/// EXAMPLES:
///
/// The following are examples of valid material specifications:
///
/// "()"
///
/// produces a default material.
///
/// '(name:"material0", base_color:[0.1, 0.2, 0.3, 1.0], metallic:0.0)'
///
/// produces a material named "material0" with the specified base_color and
/// metallic factor.
///
#[clap(value_name = "MATERIALS", short, long)]
#[serde(default)]
pub materials: Vec<MaterialInfo>,
/// Name of the material attribute on mesh faces or cells.
///
/// This is used for determining which materials should be assigned to which meshes.
///
/// This attribute must be an integer (at most 64 bit) and must index materials specified by
/// the '-m' or '--materials' flag.
///
#[clap(value_name = "MTL-ATTRIB", short = 'e', long, default_value = "mtl_id")]
#[serde(default = "default_mtl_id")]
pub material_attribute: String,
/// Inserts additional frames before and after an animation sequence with
/// all vertex positions at the origin.
///
/// This effectively hides meshes _before_ and _after_ each animation
/// sequence, giving the illusion of continuous animation to sequences with
/// varying topology. This depends heavily on glTF viewers implementing
/// framed animation correctly (e.g. this will work in Blender but not in
/// most web viewers).
///
/// CAVEATS:
/// When viewing the animation at a higher frame rate than what was
/// originally specified (to gltfgen) the meshes will blend in and out of the origin between frames
/// which have different topologies, which breaks the illusion.
#[clap(long)]
#[serde(default)]
pub insert_vanishing_frames: bool,
/// Skip animated normals to reduce file size.
///
/// Normals are still transferred for the base mesh for each output node if
/// '"N": Vec3(f32)' is specified in the '--attributes' option.
#[clap(long)]
#[serde(default)]
pub no_animated_normals: bool,
/// Skip animated tangents to reduce file size.
///
/// Tangents are still transferred for the base mesh for each output node if
/// '"T": Vec3(f32)' is specified in the '--attributes' option.
#[clap(long)]
#[serde(default)]
pub no_animated_tangents: bool,
}
impl Config {
pub fn load_with_override(
path: impl AsRef<Path>,
other: &Config,
matches: &ArgMatches,
) -> Result<Config, Error> {
use std::fs::File;
let ext = path
.as_ref()
.extension()
.unwrap_or_default()
.to_string_lossy()
.to_string();
let mut loaded_config: crate::config::Config =
File::open(path).map_err(Error::from).and_then(|f| {
let reader = BufReader::new(f);
if ext == "json" {
Ok(serde_json::de::from_reader(reader)?)
} else if ext == "ron" {
Ok(ron::de::from_reader(reader)?)
} else {
Err(Error::ConfigUnsupported(ext))
}
})?;
loaded_config.override_from_matches(other, matches);
Ok(loaded_config)
}
/// Override this configuration with matches from the command line.
pub fn override_from_matches(&mut self, other: &Config, matches: &ArgMatches) {
// TODO: Figure out how to do this automatically. Otherwise we need to
// add fields here every time we change the Config struct.
// Override with options provided from command line
for id in matches.ids() {
let vs = matches.value_source(id.as_str()).unwrap();
if vs != clap::parser::ValueSource::CommandLine {
continue;
}
match id.as_str() {
"PATTERN" => self.pattern = other.pattern.clone(),
"output" => self.output = other.output.clone(),
"quiet" => self.quiet = other.quiet,
"fps" => self.fps = other.fps,
"time_step" => self.time_step = other.time_step,
"reverse" => self.reverse = other.reverse,
"invert_tets" => self.invert_tets = other.invert_tets,
"step" => self.step = other.step,
"colors" => self.colors = other.colors.clone(),
"attributes" => self.attributes = other.attributes.clone(),
"texcoords" => self.texcoords = other.texcoords.clone(),
"textures" => self.textures = other.textures.clone(),
"materials" => self.materials = other.materials.clone(),
"material_attribute" => self.material_attribute = other.material_attribute.clone(),
"insert_vanishing_frames" => self.insert_vanishing_frames = other.insert_vanishing_frames,
"no_animated_normals" => self.no_animated_normals = other.no_animated_normals,
"no_animated_tangents" => self.no_animated_tangents = other.no_animated_tangents,
"config_path" | "print_json_config" | "print_ron_config" | "print_full_config" => {} // Ignored
id => log::warn!("Given argument ({:?}) was not overridden with the commandline option. Please submit an issue to https://github.com/elrnv/gltfgen.", id),
}
}
}
}