Implement .blend asset processor (#56)
Reviewed-on: #56 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #56.
This commit is contained in:
@@ -21,6 +21,7 @@ mod tests {
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use asset_baking::{
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Channel, ChannelValues, bake_gltf_document, baked_frame_count, sample_vec3,
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};
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use serde_json::json;
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use std::collections::HashMap;
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#[test]
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@@ -29,11 +30,7 @@ mod tests {
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"../../../assets/fighters/test/test.fighter.ron"
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))
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.unwrap();
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let (document, buffers, _) = gltf::import(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/assets/fighters/test/test_fighter.gltf"
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))
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.unwrap();
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let (document, buffers) = test_gltf(&manifest.animations);
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let baked = bake_gltf_document(document, buffers, &manifest.animations).unwrap();
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assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS);
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@@ -51,6 +48,104 @@ mod tests {
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assert_eq!(baked.parents.len(), baked.bone_names.len());
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}
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/// Builds the smallest glTF document that still exercises the complete
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/// animation-baking path. Keeping this fixture in memory avoids making
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/// unit tests depend on the production Blender asset or Blender itself.
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fn test_gltf(
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animations: &HashMap<AnimKind, String>,
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) -> (gltf::Document, Vec<gltf::buffer::Data>) {
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let mut names: Vec<_> = animations.values().cloned().collect();
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names.sort();
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names.dedup();
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let mut data = Vec::new();
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let mut buffer_views = Vec::new();
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let mut accessors = Vec::new();
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let mut gltf_animations = Vec::new();
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for name in names {
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let duration: f32 = match name.as_str() {
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"Idle_Loop_Game" => 2.0,
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"Walk_Loop_IK_Game" | "Run_Game" => 0.533333361,
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"Dash_Game" => 0.333333343,
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"Jump_Land_Game" => 0.133333340,
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"JumpB_Game" => 56.0 / 60.0,
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_ => 0.0,
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};
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let input_offset = data.len();
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data.extend_from_slice(&0.0_f32.to_le_bytes());
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data.extend_from_slice(&duration.to_le_bytes());
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let output_offset = data.len();
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data.extend_from_slice(
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&[0.0_f32, 0.0, 0.0]
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.into_iter()
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.flat_map(f32::to_le_bytes)
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.collect::<Vec<_>>(),
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);
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data.extend_from_slice(
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&[1.0_f32, 0.0, 0.0]
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.into_iter()
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.flat_map(f32::to_le_bytes)
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.collect::<Vec<_>>(),
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);
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let input_view = buffer_views.len();
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buffer_views.push(json!({
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"buffer": 0,
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"byteOffset": input_offset,
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"byteLength": 8
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}));
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let output_view = buffer_views.len();
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buffer_views.push(json!({
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"buffer": 0,
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"byteOffset": output_offset,
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"byteLength": 24
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}));
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let input_accessor = accessors.len();
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accessors.push(json!({
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"bufferView": input_view,
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"componentType": 5126,
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"count": 2,
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"type": "SCALAR",
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"min": [0.0],
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"max": [duration]
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}));
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let output_accessor = accessors.len();
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accessors.push(json!({
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"bufferView": output_view,
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"componentType": 5126,
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"count": 2,
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"type": "VEC3"
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}));
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gltf_animations.push(json!({
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"name": name,
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"samplers": [{
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"input": input_accessor,
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"output": output_accessor,
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"interpolation": "LINEAR"
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}],
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"channels": [{
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"sampler": 0,
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"target": { "node": 0, "path": "translation" }
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}]
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}));
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}
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let document = json!({
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"asset": { "version": "2.0" },
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"scene": 0,
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"scenes": [{ "nodes": [0] }],
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"nodes": [{ "name": "root", "children": [1] }, { "name": "hand" }],
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"buffers": [{ "byteLength": data.len() }],
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"bufferViews": buffer_views,
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"accessors": accessors,
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"animations": gltf_animations
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});
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let bytes = serde_json::to_vec(&document).unwrap();
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let gltf = gltf::Gltf::from_slice(&bytes).unwrap();
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(gltf.document, vec![gltf::buffer::Data(data)])
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}
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#[test]
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fn pose_sampling_wraps_repeating_frames_and_clamps_finished_frames() {
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let first = FixedMat4::IDENTITY;
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