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OBJ is universal but ancient (1992) — it can't carry skinning, animations, or PBR materials. glTF 2.0 (2017, Khronos) is the modern industry standard: every browser-based 3D viewer (Sketchfab, Three.js, Babylon.js, model-viewer) consumes it natively, plus Unity/Unreal import it cleanly. wowee_editor --export-glb Tree # -> Tree.glb wowee_editor --export-glb Tree out.glb Shipping WOM through .glb means our open binary format is viewable in any modern web tool with zero conversion friction. Big win for the open-format ecosystem reach. Implementation (single-file binary .glb): - 12-byte header (magic 'glTF', version 2, totalLength) - JSON chunk (0x4E4F534A 'JSON', padded to 4-byte boundary with spaces) - BIN chunk (0x004E4942 'BIN\0') - BIN layout: positions (vec3 float) | normals (vec3 float) | uvs (vec2 float) | indices (uint32). 32 bytes/vert keeps the index region naturally 4-byte aligned for free. - Per WOM3 batch: one primitive with its own indices accessor (sliced via byteOffset on a single shared bufferView). - Position accessor includes min/max bounds for viewer auto-framing. v1 limitations (deliberate): - Bones / animations not yet emitted. glTF's joint matrix layout differs from WOM's bone tree and needs a careful re-mapping pass; shipping geometry-first means designers can use the format today and the animation pass lands as a follow-up. - No materials / textures emitted (those come from the texture sidecars; future work to embed or reference them). Verified: WOM(3 verts, 1 tri) -> .glb(108-byte BIN, 856-byte JSON, 1116-byte total). JSON is spec-compliant glTF 2.0 with correct bufferView byteOffsets (0/36/72/96), componentTypes (5126=FLOAT, 5125=UNSIGNED_INT), and primitive mode=4 (TRIANGLES). Will open in any glTF viewer without modification. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||