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path: root/viewer/resources.ts
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export class Resource<T> {
    constructor(public hash: Uint8Array) { }
    toString() {
        return Array.from(this.hash)
            .map(e => e.toString(16).padStart(2, "0"))
            .join("")
    }
    async download_raw() {
        const res = await fetch(`http://127.0.0.1:28556/${this.toString()}`)
        if (!res.ok) throw new Error("aaaa");
        return await res.bytes()
    }
}

export function read_res_table(buffer: Uint8Array, cb: (key: string, value: Uint8Array) => void) {
    const view = new DataView(buffer.buffer)
    let p = 0
    while (p < view.byteLength) {
        const key_len = view.getInt16(p, true)
        p += 2
        const value_len = view.getInt16(p, true)
        p += 2
        const key = String.fromCharCode(...buffer.slice(p, p + key_len))
        p += key_len
        const value = buffer.slice(p, p + value_len)
        p += value_len
        cb(key, value)
    }
}

function get_vec3(b: Uint8Array): Vec3 {
    const k = new DataView(b.buffer)
    return {
        x: k.getFloat32(0, true),
        y: k.getFloat32(4, true),
        z: k.getFloat32(8, true),
    }
}
function get_aabb(b: Uint8Array): AABB {
    return {
        min: get_vec3(b.slice(0, 12)),
        max: get_vec3(b.slice(12, 24))
    }
}

export async function get_respackentry(r: Resource<RespackEntry>): Promise<RespackEntry> {
    console.log(`load respackentry ${r}`);
    const buf = await r.download_raw();
    const o: RespackEntry = {}
    read_res_table(buf, (key, value) => {
        switch (key) {
            case "c_spatial_index":
                o.c_spatial_index = new Resource(value)
                break
            default:
        }
    });
    return o
}
export async function get_spatialindex(r: Resource<SpatialIndex>): Promise<SpatialIndex> {
    // console.log(`load spatialindex ${r}`);
    const buf = await r.download_raw();
    const o: SpatialIndex = { child: [] }
    read_res_table(buf, (key, value) => {
        switch (key) {
            case "prefab":
                o.prefab = new Resource(value)
                break
            case "child":
                o.child.push([
                    get_aabb(value.slice(0, 24)),
                    new Resource(value.slice(24, 56))
                ])
                break
            default:
        }
    });
    return o
}
export async function get_prefab(r: Resource<Prefab>): Promise<Prefab> {
    console.log(`load prefab ${r}`);
    const buf = await r.download_raw();
    const o: Prefab = { graphics: [] }
    read_res_table(buf, (key, value) => {
        switch (key) {
            case "graphics":
                o.graphics.push([undefined as unknown as Affine3, new Resource(value.slice(48, 80))])
                break
            default:
        }
    });
    return o
}
export async function get_graphics_part(r: Resource<GraphicsPart>): Promise<GraphicsPart> {
    console.log(`load graphics ${r}`);
    return new GraphicsPart(await r.download_raw())
}

export interface Vec3 { x: number, y: number, z: number }
export interface AABB { min: Vec3, max: Vec3 }
export interface Mat3 { x: Vec3, y: Vec3, z: Vec3 }
export interface Affine3 { basis: Mat3, origin: Vec3 }

export interface SpatialIndex {
    level?: number
    prefab?: Resource<undefined>
    child: [AABB, Resource<undefined>][]
}
export interface RespackEntry {
    c_spatial_index?: Resource<SpatialIndex>
}
export interface Prefab {
    graphics: [Affine3, Resource<GraphicsPart>][]
}
export class GraphicsPart {
    commands: GraphicsCommand[] | undefined
    constructor(public buffer: Uint8Array) { }

    read(): GraphicsCommand[] {
        if (this.commands) return this.commands

        const out: GraphicsCommand[] = []
        let p = 0
        while (p < this.buffer.length) {
            const step = this.buffer[p + 0]
            const kind = this.buffer[p + 1]
            p += 2
            if (kind == 0) {
                if (step == 0) out.push({ no_fill: true })
                else if (step == 1) out.push({ fill: this.buffer[p + 0] })
                else throw new Error("bbb");
            } else if (kind == 1) {
                if (step == 0) out.push({ no_stroke: true })
                else if (step == 1) out.push({ stroke: this.buffer[p + 0] })
                else throw new Error("ccc");
            }
            else throw new Error("aaa");

            p += step
        }

        this.commands = out
        return out
    }
}

export interface GraphicsCommand {
    no_fill?: true,
    fill?: number,
    no_stroke?: true
    stroke?: number
    point?: Vec3
}