// Copyright 2025-2026 肖其顿 (XIAO QI DUN) // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package threed import ( "fmt" "io" ) // U3DMesh 保存静态三角面、线段和点的共享属性数组,索引对应原始作者几何 type U3DMesh struct { Name string ExcludeNormals bool Positions, Normals [][3]float32 Diffuse, Specular, TextureCoordinates [][4]float32 Shadings []U3DShading Faces []U3DFace Lines []U3DLine Points []U3DPoint Bones []U3DBone BoneWeights []U3DBoneWeights Animations []U3DAnimation Quality [3]uint32 InverseQuantization [5]float32 NormalCrease, NormalUpdate, NormalTolerance float32 } // U3DShading 描述图元使用的颜色及纹理坐标,纹理维数依层排列 type U3DShading struct { Attributes uint32 TextureDimensions []uint32 OriginalID uint32 } // U3DFace 保存着色描述索引和依原始绕序排列的三个角点 type U3DFace struct { Shading uint32 Corners [3]U3DCorner } // U3DLine 保存着色描述及线段两端的独立属性索引 type U3DLine struct { Shading uint32 Corners [2]U3DCorner } // U3DPoint 保存点集着色描述及独立属性索引 type U3DPoint struct { Shading uint32 Corners [1]U3DCorner } // U3DCorner 保存各属性索引,未启用的属性不可用于访问数组 type U3DCorner struct { Position, Normal, Diffuse, Specular uint32 Texture [8]uint32 } // u3dMeshDeclaration 保存几何声明及续块接收状态 type u3dMeshDeclaration struct { mesh U3DMesh counts [7]uint32 decoded bool line *u3dLineState points bool } // primitive 访问三角面、线段或点的着色编号和角点,不复制属性数组 // 入参: index 图元下标,依次为三角面、线段和点 // 返回: uint32 着色编号, []U3DCorner 原数组中的角点切片 func (m *U3DMesh) primitive(index int) (uint32, []U3DCorner) { if index < len(m.Faces) { return m.Faces[index].Shading, m.Faces[index].Corners[:] } index -= len(m.Faces) if index < len(m.Lines) { line := &m.Lines[index] return line.Shading, line.Corners[:] } point := &m.Points[index-len(m.Lines)] return point.Shading, point.Corners[:] } // meshDeclaration 读取完整基础网格声明,不将渐进网格当作完整模型 // 入参: r 字段读取器, name 网格名 // 返回: error 结构、能力或预算错误 func (d *u3dDecoder) meshDeclaration(r *u3dValues, name string) error { if _, exists := d.meshes[name]; exists { return fmt.Errorf("duplicate U3D mesh %q", name) } index, attributes := r.u32(), r.u32() if index != 0 || attributes > 1 { return fmt.Errorf("invalid U3D mesh declaration") } decl := &u3dMeshDeclaration{mesh: U3DMesh{Name: name, ExcludeNormals: attributes == 1}} for index := range decl.counts { decl.counts[index] = r.u32() } if err := d.meshShadings(r, decl); err != nil { return err } minimum, maximum := r.u32(), r.u32() for index := range decl.mesh.Quality { decl.mesh.Quality[index] = r.u32() } for index := range decl.mesh.InverseQuantization { decl.mesh.InverseQuantization[index] = r.f32() } decl.mesh.NormalCrease, decl.mesh.NormalUpdate, decl.mesh.NormalTolerance = r.f32(), r.f32(), r.f32() if r.err != nil { return r.err } if minimum > maximum || maximum != decl.counts[1] { return fmt.Errorf("invalid U3D mesh resolution") } if minimum != maximum { return fmt.Errorf("unsupported U3D progressive mesh") } bones, err := d.skeleton(r) if err != nil { return err } decl.mesh.Bones = bones if minimum == 0 { for _, count := range decl.counts[:6] { if count != 0 { return fmt.Errorf("invalid U3D empty mesh") } } } d.meshes[name] = decl d.meshOrder = append(d.meshOrder, name) return nil } // meshShadings 读取三角面与线集共用的着色描述 // 入参: r 字段读取器, decl 资源声明 // 返回: error 结构或预算错误 func (d *u3dDecoder) meshShadings(r *u3dValues, decl *u3dMeshDeclaration) error { if r.err != nil { return r.err } count := decl.counts[6] if uint64(count) > uint64(len(r.data)-r.pos)/12 { return io.ErrUnexpectedEOF } if err := d.reserve(uint64(count), 40); err != nil { return err } decl.mesh.Shadings = make([]U3DShading, int(count)) for index := range decl.mesh.Shadings { shading := &decl.mesh.Shadings[index] shading.Attributes = r.u32() layers := r.u32() if shading.Attributes > 3 { return fmt.Errorf("invalid U3D shading attributes") } if layers > 8 { return fmt.Errorf("unsupported U3D texture layer count") } if err := d.reserve(uint64(layers), 4); err != nil { return err } shading.TextureDimensions = make([]uint32, int(layers)) for layer := range shading.TextureDimensions { dimension := r.u32() if dimension < 1 || dimension > 4 { return fmt.Errorf("invalid U3D texture coordinate dimension") } shading.TextureDimensions[layer] = dimension } shading.OriginalID = r.u32() } return r.err } // baseMesh 读取基础顶点与压缩面索引,保留各角点的独立属性 // 入参: r 字段读取器, name 网格名 // 返回: error 结构、能力、预算或取消错误 func (d *u3dDecoder) baseMesh(r *u3dValues, name string) error { decl := d.meshes[name] if decl == nil || decl.line != nil || decl.decoded || decl.counts[1] == 0 || r.u32() != 0 { return fmt.Errorf("invalid U3D base mesh reference") } var counts [6]uint32 for index := range counts { counts[index] = r.u32() if counts[index] != decl.counts[index] { return fmt.Errorf("U3D base mesh does not match full resolution declaration") } } if r.err != nil { return r.err } literalBytes := (uint64(counts[1])+uint64(counts[2]))*12 + (uint64(counts[3])+uint64(counts[4])+uint64(counts[5]))*16 if literalBytes > uint64(len(r.data)-r.pos) { return io.ErrUnexpectedEOF } if err := d.reserve(literalBytes, 1); err != nil { return err } if err := d.reserve(uint64(counts[0]), 148); err != nil { return err } mesh := &decl.mesh mesh.Positions, mesh.Normals = make([][3]float32, int(counts[1])), make([][3]float32, int(counts[2])) mesh.Diffuse, mesh.Specular, mesh.TextureCoordinates = make([][4]float32, int(counts[3])), make([][4]float32, int(counts[4])), make([][4]float32, int(counts[5])) for _, array := range [][][3]float32{mesh.Positions, mesh.Normals} { for index := range array { if index%1024 == 0 { if r.err != nil { return r.err } if err := d.ctx.Err(); err != nil { return err } } for component := range array[index] { array[index][component] = r.f32() } } } for _, array := range [][][4]float32{mesh.Diffuse, mesh.Specular, mesh.TextureCoordinates} { for index := range array { if index%1024 == 0 { if r.err != nil { return r.err } if err := d.ctx.Err(); err != nil { return err } } for component := range array[index] { array[index][component] = r.f32() } } } if r.err != nil { return r.err } mesh.Faces = make([]U3DFace, int(counts[0])) var histogram u3dHistogram var compressed *u3dBits if !d.plain && counts[0] != 0 { compressed = newU3DBits(r.data[r.pos:]) var charged uint64 compressed.reserve = func(count, size uint64) error { if err := d.reserve(count, size); err != nil { return err } charged += count * size return nil } defer func() { d.remaining += charged }() } readIndex := func(count uint32) (uint32, error) { var value uint32 if compressed == nil { value = r.u32() } else { value = compressed.index(count) if compressed.err != nil { return 0, compressed.err } } if r.err != nil { return 0, r.err } if value >= count { return 0, fmt.Errorf("invalid U3D corner index") } return value, nil } for index := range mesh.Faces { if index%256 == 0 { if err := d.ctx.Err(); err != nil { return err } } face := &mesh.Faces[index] if compressed == nil { face.Shading = r.u32() } else { face.Shading = compressed.dynamic(&histogram) if compressed.err != nil { return compressed.err } } if r.err != nil { return r.err } if uint64(face.Shading) >= uint64(len(mesh.Shadings)) { return fmt.Errorf("invalid U3D face shading index") } shading := &mesh.Shadings[face.Shading] for cornerIndex := range face.Corners { corner := &face.Corners[cornerIndex] var err error if corner.Position, err = readIndex(counts[1]); err != nil { return err } if !mesh.ExcludeNormals { if corner.Normal, err = readIndex(counts[2]); err != nil { return err } } if shading.Attributes&1 != 0 { if corner.Diffuse, err = readIndex(counts[3]); err != nil { return err } } if shading.Attributes&2 != 0 { if corner.Specular, err = readIndex(counts[4]); err != nil { return err } } for layer := range shading.TextureDimensions { if corner.Texture[layer], err = readIndex(counts[5]); err != nil { return err } } } } if compressed != nil { if err := compressed.finish(); err != nil { return err } r.pos = len(r.data) } decl.decoded = true return r.done() }