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Saba

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日本語(japanese)

  • MMD (PMD/PMX/VMD) play and load library
  • Viewer (MMD/OBJ)
    • saba_viewer
  • Example
    • simple_mmd_viewer_glfw (OpenGL 4.1)
    • simple_mmd_viewer_dx11 (DirectX 11)
    • simple_mmd_viewer_vulkan (Vulkan 1.0.65)
    • Transparent Window (GLFW 3.3.2 or higher, Windows)

saba_viewer transparent_sample © 2017 Pronama LLC

Important Changes

commit 7ba7020

UV was flipped with this commit.

Environment

  • Windows
    • Visual Studio 2019
    • Visual Studio 2017
    • Visual Studio 2015 Update 3
  • Linux
  • Mac

File types

  • OBJ
  • PMD
  • PMX
  • VMD
  • VPD
  • x file (mmd extension)

How to build

Please install CMake before the build.

Required libraries

Please prepare the following libraries.

mingw

Do not use the msys/cmake. Pelase use the mingw64/mingw-w64-x86_64-cmake.

https://gitlab.kitware.com/cmake/cmake/-/issues/21649

Prepare the mingw64 environment as follows.

pacman -S base-devel mingw-w64-x86_64-toolchain
pacman -S mingw-w64-x86_64-cmake
pacman -S mingw-w64-x86_64-ninja
pacman -S mingw-w64-x86_64-mesa

1. Setup Bullet Physics

Setup Bullet Physics (on Windows)

Build Bullet Physics as follows.

cmake -G "Visual Studio 14 2015 Win64" ^
    -D CMAKE_INSTALL_PREFIX=<Your Bullet Physics install directory> ^
    -D INSTALL_LIBS=ON ^
    -D USE_MSVC_RUNTIME_LIBRARY_DLL=On ^
    -D BUILD_CPU_DEMOS=Off ^
    -D BUILD_OPENGL3_DEMOS=Off ^
    -D BUILD_BULLET2_DEMOS=Off ^
    -D BUILD_UNIT_TESTS=Off ^
    ..

cmake --build . --config Debug --target ALL_BUILD
cmake --build . --config Debug --target INSTALL
cmake --build . --config Release --target ALL_BUILD
cmake --build . --config Release --target INSTALL

Please change -G "Visual Studio 14 2015 Win64" according to your environment.

Setup Bullet Physics (on Mac)

brew install bullet

Setup Bullet Physics (on Linux)

Ubuntu:

apt-get install libbullet-dev

Arch linux:

pacman -S bullet

Setup Bullet Physics (on mingw)

pacman -S mingw-w64-x86_64-bullet

2. Setup GLFW

Setup GLFW (on Windows)

Download

Setup GLFW (on Mac)

brew install glfw

Setup GLFW (on Linux)

Ubuntu:

apt-get install libglfw3-dev

Arch linux:

pacman -S glfw

Setup GLFW (on mingw)

pacman -S mingw-w64-x86_64-glfw

3. Clone Saba

git clone https://github.com/benikabocha/saba.git
cd saba

4. Run CMake and build

Run CMake and build (on Windows)

mkdir build
cd build
cmake -G "Visual Studio 14 2015 Win64" ^
    -D SABA_BULLET_ROOT=<Your Bullet Physics install directory> ^
    -D SABA_GLFW_ROOT=<your GLFW install directory> ^
    ..

Open the created sln file in Visual Studio and build it.

"saba_viewer" project is the viewer application.

Run CMake and build (on Mac/Linux)

mkdir build
cd build
cmake ..
make -j4
./saba_viewer

If the operation is heavy, please try the following.

cmake -DCMAKE_BUILD_TYPE=RELEASE ..
make -j4

Run CMake and build (on mingw)

mkdir build
cd build
cmake ..
ninja
./saba_viewer

Initial setting

Initialize with the "init.json" or "init.lua" file placed in the current directory.

Write "init.json" or "init.lua" file in UTF-8.

1. Example "init.json"

{
    "MSAAEnable":	true,
    "MSAACount":	8,
    "Commands":[
        {
            "Cmd":"open",
            "Args":["test.pmx"]
        },
        {
            "Cmd":"open",
            "Args":["test.vmd"]
        }
    ]
}

MSAAEnable

Enable MSAA.

MSAACount

Set the number of MSAA samples.

Commands

Set the commands to be executed at startup.

2. Example "init.lua"

MSAA = {
    Enable  = true,
    Count    = 8
}

InitCamera = {
    Center = {x = 0, y = 10, z = 0},
    Eye = {x = 0, y = 10, z = 50},
    NearClip = 1.0,
    FarClip = 2000.0,
    Radius = 100
}

InitScene = {
    UnitScale = 10
}

Commands = {
    {
        Cmd     = "open",
        Args    = {"test.pmx"},
    },
    {
        Cmd     = "open",
        Args    = {"test.vmd"},
    },
    {
        Cmd     = "play"
    },
}

MSAA.Enable

Enable MSAA.

MSAA.Count

Set the number of MSAA samples.

InitCamera.Center

Set camera center position at scene initialization.

InitCamera.Eye

Set camera eye position at scene initialization.

InitCamera.NearClip

Set camera near clip at scene initialization.

InitCamera.FarClip

Set camera far clip at scene initialization.

InitCamera.Radius

Set camera zoom radius at scene initialization.

InitScene.UnitScale

Set grid size at scene initialization.

Commands

Set the commands to be executed at startup.

Run Script

You can run the script.

The command line argument is the "Args" variable.

ModelIndex = 1
print(Args[1])

Commands = {
    {
        Cmd     = "open",
        Args    = {Models[ModelIndex]},
    },
    {
        Cmd     = "open",
        Args    = {"test.vmd"},
    },
    {
        Cmd     = "play"
    },
}

How to use

Drag and drop files, or use the "open" command.

saba_viewer

MMD

  1. Drag and drop model(PMD/PMX) file.
  2. Drag and drop motion(VMD) file.

Camera

Drag the mouse to move the camera.

  • Left Button (z + Left Button) : Rotate
  • Right Button (c + Left Button) : Zoom
  • Middle Button (x + Left Button) : Translate

Commands

open

open <file path>

Open the file.

Supported file types.

  • OBJ
  • PMD
  • PMX
  • VMD

The model file will be selected when opened. The model name will be model_xxx(nnn is ID).

select

select <model name>

Select a model.

clear

clear [-all]

Clear a model.

If invoked with no arguments, it clears the selected model.

If -all is specified, all models will be cleared.

play

play

Play the animation.

stop

stop

Stop the animation.

translate

translate x y z

Translate the selected model.

rotate

rotate x y z

Rotate the selected model.

scale

scale x y z

Scale the selected model.

refreshCustomCommand

refreshCustomCommand

Refresh the custom command.

enableUI

enableUI [false]

Switch the display of the UI.

F1 key works the same way.

clearAnimation

clearAnimation [-all]

Clear animation of selected model.

clearSceneAnimation

clearSceneAnimation

Clear animation of scene(eg camera).

Custom command

You can create custom commands using Lua.

When "command.lua" is placed in the current directory and started up, the custom command written in Lua is loaded.

Write "command.lua" with UTF - 8.

For example, you can register a model or animation load as a macro.

function OpenModel(files)
    return function ()
        ExecuteCommand("clear", "-all")
        for i, filename in ipairs(files) do
            ExecuteCommand("open", filename)
        end
    end
end

function OpenAnim(files, isPlay)
    return function ()
        ExecuteCommand("clearAnimation", "-all")
        ExecuteCommand("clearSceneAnimation")
        for i, filename in ipairs(files) do
            ExecuteCommand("open", filename)
        end
        if isPlay then
            ExecuteCommand("play")
        end
    end
end

-- Register Model Load Command
RegisterCommand("", OpenModel({"Model1_Path"}), "01_Model/Menu1")
RegisterCommand("", OpenModel({"Model2_Path"}), "01_Model/Menu2")

-- Register Animation Load Command
anims = {
    "ModelAnim_Path",
    "CameraAnim_Path",
}
RegisterCommand("", OpenAnim(anims, true), "02_Anim/Anim1")

Here are functions that can be used in "command.lua".

RegisterCommand

RegisterCommand(commandName, commandFunc, menuName)
-- Register command.

-- commandName : Command name
-- If it is empty, the command name is set automatically.。

-- commandFunc : Command function

-- menuName : Menu name
-- This is the name when registering a custom command in the menu.。
-- If it is empty it will not be added to the menu.
-- '/' Separate the menu hierarchy.

ExecuteCommand

ExecuteCommand(command, args)
-- Execute the command.

-- command : Execute the command.

--- args : Arguments to pass to the command.
--- It is a string or table.

How to use library

Wiki

Use case