Add model dumper and basic model viewer

This commit is contained in:
Adam
2016-05-28 11:36:18 -04:00
parent ec9525f661
commit 359a85a98e
5 changed files with 513 additions and 0 deletions

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package net.runelite.modelviewer;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import static org.lwjgl.opengl.GL11.glRotatef;
import static org.lwjgl.opengl.GL11.glTranslatef;
public class Camera {
public static float moveSpeed = 0.05f;
private static float maxLook = 85;
private static float mouseSensitivity = 0.05f;
private static Vector3f pos;
private static Vector3f rotation;
public static void create() {
pos = new Vector3f(0, 0, 0);
rotation = new Vector3f(0, 0, 0);
}
public static void apply() {
if(rotation.y / 360 > 1) {
rotation.y -= 360;
} else if(rotation.y / 360 < -1) {
rotation.y += 360;
}
// glLoadIdentity();
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glTranslatef(-pos.x, -pos.y, -pos.z);
}
public static void acceptInput(float delta) {
acceptInputRotate(delta);
acceptInputGrab();
acceptInputMove(delta);
}
public static void acceptInputRotate(float delta) {
if(Mouse.isGrabbed()) {
float mouseDX = Mouse.getDX();
float mouseDY = -Mouse.getDY();
rotation.y += mouseDX * mouseSensitivity * delta;
rotation.x += mouseDY * mouseSensitivity * delta;
rotation.x = Math.max(-maxLook, Math.min(maxLook, rotation.x));
}
}
public static void acceptInputGrab() {
if(Mouse.isInsideWindow() && Mouse.isButtonDown(0)) {
Mouse.setGrabbed(true);
}
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
Mouse.setGrabbed(false);
}
}
public static void acceptInputMove(float delta) {
boolean keyUp = Keyboard.isKeyDown(Keyboard.KEY_W);
boolean keyDown = Keyboard.isKeyDown(Keyboard.KEY_S);
boolean keyRight = Keyboard.isKeyDown(Keyboard.KEY_D);
boolean keyLeft = Keyboard.isKeyDown(Keyboard.KEY_A);
boolean keyFast = Keyboard.isKeyDown(Keyboard.KEY_Q);
boolean keySlow = Keyboard.isKeyDown(Keyboard.KEY_E);
boolean keyFlyUp = Keyboard.isKeyDown(Keyboard.KEY_SPACE);
boolean keyFlyDown = Keyboard.isKeyDown(Keyboard.KEY_LSHIFT);
float speed;
if(keyFast) {
speed = moveSpeed * 5;
}
else if(keySlow) {
speed = moveSpeed / 2;
}
else {
speed = moveSpeed;
}
speed *= delta;
if(keyFlyUp) {
pos.y += speed;
}
if(keyFlyDown) {
pos.y -= speed;
}
if(keyDown) {
pos.x -= Math.sin(Math.toRadians(rotation.y)) * speed;
pos.z += Math.cos(Math.toRadians(rotation.y)) * speed;
}
if(keyUp) {
pos.x += Math.sin(Math.toRadians(rotation.y)) * speed;
pos.z -= Math.cos(Math.toRadians(rotation.y)) * speed;
}
if(keyLeft) {
pos.x += Math.sin(Math.toRadians(rotation.y - 90)) * speed;
pos.z -= Math.cos(Math.toRadians(rotation.y - 90)) * speed;
}
if(keyRight) {
pos.x += Math.sin(Math.toRadians(rotation.y + 90)) * speed;
pos.z -= Math.cos(Math.toRadians(rotation.y + 90)) * speed;
}
}
public static void setSpeed(float speed) {
moveSpeed = speed;
}
public static void setPos(Vector3f pos) {
Camera.pos = pos;
}
public static Vector3f getPos() {
return pos;
}
public static void setX(float x) {
pos.x = x;
}
public static float getX() {
return pos.x;
}
public static void addToX(float x) {
pos.x += x;
}
public static void setY(float y) {
pos.y = y;
}
public static float getY() {
return pos.y;
}
public static void addToY(float y) {
pos.y += y;
}
public static void setZ(float z) {
pos.z = z;
}
public static float getZ() {
return pos.z;
}
public static void addToZ(float z) {
pos.z += z;
}
public static void setRotation(Vector3f rotation) {
Camera.rotation = rotation;
}
public static Vector3f getRotation() {
return rotation;
}
public static void setRotationX(float x) {
rotation.x = x;
}
public static float getRotationX() {
return rotation.x;
}
public static void addToRotationX(float x) {
rotation.x += x;
}
public static void setRotationY(float y) {
rotation.y = y;
}
public static float getRotationY() {
return rotation.y;
}
public static void addToRotationY(float y) {
rotation.y += y;
}
public static void setRotationZ(float z) {
rotation.z = z;
}
public static float getRotationZ() {
return rotation.z;
}
public static void addToRotationZ(float z) {
rotation.z += z;
}
public static void setMaxLook(float maxLook) {
Camera.maxLook = maxLook;
}
public static float getMaxLook() {
return maxLook;
}
public static void setMouseSensitivity(float mouseSensitivity) {
Camera.mouseSensitivity = mouseSensitivity;
}
public static float getMouseSensitivity() {
return mouseSensitivity;
}
}

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/*
* Copyright (c) 2016, Adam <Adam@sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by Adam <Adam@sigterm.info>
* 4. Neither the name of the Adam <Adam@sigterm.info> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY Adam <Adam@sigterm.info> ''AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL Adam <Adam@sigterm.info> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.modelviewer;
import java.awt.Color;
import java.io.File;
import java.nio.file.Files;
import net.runelite.cache.definitions.loaders.ModelLoader;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class ModelViewer
{
public static void main(String[] args) throws Exception
{
if (args.length < 1)
{
System.err.println("Usage: modelfile");
System.exit(1);
}
ModelLoader md = new ModelLoader();
byte[] b = Files.readAllBytes(new File(args[0]).toPath());
md.load(b);
Display.setDisplayMode(new DisplayMode(800, 600));
Display.setTitle("Model Viewer");
Display.setInitialBackground((float) Color.gray.getRed() / 255f, (float) Color.gray.getGreen() / 255f, (float) Color.gray.getBlue() / 255f);
Display.create();
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
double aspect = 1;
double near = 1; // near should be chosen as far into the scene as possible
double far = 1000;
double fov = 1; // 1 gives you a 90° field of view. It's tan(fov_angle)/2.
GL11.glFrustum(-aspect * near * fov, aspect * near * fov, -fov, fov, near, far);
GL11.glCullFace(GL11.GL_BACK);
long last = 0;
while (!Display.isCloseRequested())
{
// Clear the screen and depth buffer
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glBegin(GL11.GL_TRIANGLES);
for (int i = 0; i < md.triangleFaceCount; ++i)
{
int vertexA = md.trianglePointsX[i];
int vertexB = md.trianglePointsY[i];
int vertexC = md.trianglePointsZ[i];
int vertexAx = md.vertexX[vertexA];
int vertexAy = md.vertexY[vertexA];
int vertexAz = md.vertexZ[vertexA];
int vertexBx = md.vertexX[vertexB];
int vertexBy = md.vertexY[vertexB];
int vertexBz = md.vertexZ[vertexB];
int vertexCx = md.vertexX[vertexC];
int vertexCy = md.vertexY[vertexC];
int vertexCz = md.vertexZ[vertexC];
short hsb = md.faceColor[i];
int rgb = RS2HSB_to_RGB(hsb);
Color c = new Color(rgb);
// convert to range of 0-1
float rf = (float) c.getRed() / 255f;
float gf = (float) c.getGreen() / 255f;
float bf = (float) c.getBlue() / 255f;
GL11.glColor3f(rf, gf, bf);
GL11.glVertex3i(vertexAx, vertexAy, vertexAz - 50);
GL11.glVertex3i(vertexBx, vertexBy, vertexBz - 50);
GL11.glVertex3i(vertexCx, vertexCy, vertexCz - 50);
}
GL11.glEnd();
Display.update();
Display.sync(50); // fps
long delta = System.currentTimeMillis() - last;
last = System.currentTimeMillis();
Camera.create();
Camera.acceptInput(delta);
Camera.apply();
}
Display.destroy();
}
// found these two functions here https://www.rune-server.org/runescape-development/rs2-client/tools/589900-rs2-hsb-color-picker.html
public static int RGB_to_RS2HSB(int red, int green, int blue) {
float[] HSB = Color.RGBtoHSB(red, green, blue, null);
float hue = (HSB[0]);
float saturation = (HSB[1]);
float brightness = (HSB[2]);
int encode_hue = (int) (hue * 63); //to 6-bits
int encode_saturation = (int) (saturation * 7); //to 3-bits
int encode_brightness = (int) (brightness * 127); //to 7-bits
return (encode_hue << 10) + (encode_saturation << 7) + (encode_brightness);
}
public static int RS2HSB_to_RGB(int RS2HSB) {
int decode_hue = (RS2HSB >> 10) & 0x3f;
int decode_saturation = (RS2HSB >> 7) & 0x07;
int decode_brightness = (RS2HSB & 0x7f);
return Color.HSBtoRGB((float)decode_hue/63, (float)decode_saturation/7, (float)decode_brightness/127);
}
}

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/*
* Copyright (c) 2016, Adam <Adam@sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by Adam <Adam@sigterm.info>
* 4. Neither the name of the Adam <Adam@sigterm.info> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY Adam <Adam@sigterm.info> ''AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL Adam <Adam@sigterm.info> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.modelviewer;
public class Vector3f
{
public float x, y, z;
public Vector3f(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
@Override
public String toString()
{
return "Vector3f{" + "x=" + x + ", y=" + y + ", z=" + z + '}';
}
}