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@francisdb/vpin-wasm

v0.26.9

Published

WASM bindings for vpin, a rust library for the visual/virtual pinball ecosystem.

Readme

vpin-wasm

WASM bindings for extracting and assembling VPX (Visual Pinball X) table files.

Installation

npm install @francisdb/vpin-wasm

Usage

import init, { extract, assemble, obj_to_mesh, mesh_to_obj } from '@francisdb/vpin-wasm';

await init();

extract(data, callback?)

Extracts a VPX file into individual files.

const vpxBytes = new Uint8Array(await file.arrayBuffer());

const files = extract(vpxBytes, (message) => {
  console.log(message);
});

// files is an object: { "/vpx/path/to/file": Uint8Array, ... }

Parameters:

  • data: Uint8Array - VPX file bytes
  • callback?: (message: string) => void - Optional progress callback

Returns: Record<string, Uint8Array> - Object mapping file paths to contents

assemble(files, callback?)

Assembles individual files back into a VPX file.

const files = {
  "/vpx/images/ball.png": new Uint8Array([...]),
  "/vpx/sounds/hit.wav": new Uint8Array([...]),
  // ...
};

const vpxBytes = assemble(files, (message) => {
  console.log(message);
});

// vpxBytes is Uint8Array containing the VPX file

Parameters:

  • files: Record<string, Uint8Array> - Object mapping file paths to contents
  • callback?: (message: string) => void - Optional progress callback

Returns: Uint8Array - VPX file bytes

obj_to_mesh(data) / mesh_to_obj(name, positions, texCoords, normals, indices)

Renderer-friendly mesh I/O. obj_to_mesh parses any flavor of OBJ (n-gons fan-triangulated, mismatched v/vt/vn corners deduplicated) into typed arrays you can hand straight to WebGL or Three.js. No JS-side OBJ parser needed.

const objBytes = files['/vpx/gameitems/Primitive.MyMesh.obj'];
const mesh = obj_to_mesh(objBytes);

// mesh.name: string
// mesh.positions: Float32Array  (length = 3 * vertCount, x,y,z,...)
// mesh.texCoords: Float32Array  (length = 2 * vertCount, u,v,...)
// mesh.normals:   Float32Array  (length = 3 * vertCount, nx,ny,nz,...)
// mesh.indices:   Uint32Array   (length = 3 * triCount)

// Three.js example:
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
geom.setAttribute('uv',       new THREE.BufferAttribute(mesh.texCoords, 2));
geom.setAttribute('normal',   new THREE.BufferAttribute(mesh.normals, 3));
geom.setIndex(new THREE.BufferAttribute(mesh.indices, 1));

mesh_to_obj does the inverse - serializes typed arrays back to OBJ bytes you can save into the file map and feed to assemble.

const obj = mesh_to_obj(mesh.name, mesh.positions, mesh.texCoords, mesh.normals, mesh.indices);
files['/vpx/gameitems/Primitive.MyMesh.obj'] = obj;

The published wasm bundle is built with wasm-bindgen --weak-refs, so the Rust-owned memory backing each mesh is reclaimed automatically via FinalizationRegistry when the JS wrapper is garbage-collected. You may call mesh.free() explicitly for deterministic cleanup of large meshes, but it is not required.

Coordinate convention: the mesh data is in vpx-internal form - obj_to_mesh applies the same transforms as assemble's read path (vertex Z negated, normal Z negated, V coordinate flipped, per-triangle corner order reversed), and mesh_to_obj applies the inverse, matching extract's write path. Round-trip obj_to_mesh -> edit -> mesh_to_obj -> assemble preserves vpx data by construction. If your renderer uses a different convention than vpinball's left-handed +Z up, apply a transform matrix on the JS side.

Animation frames: primitives with vertex animation extract as sibling files Primitive.MyMesh_00000.obj, Primitive.MyMesh_00001.obj, ... Call obj_to_mesh per file and drive the timeline yourself.

Exporting from Blender

assemble accepts Blender's OBJ output directly - n-gons are fan-triangulated and (position, uv, normal) corners are deduplicated on read. The natural workflow

extract -> open primitive's .obj in Blender -> edit -> save over
the extracted file -> assemble

just works. A few Blender export choices keep the result predictable:

  1. One mesh per file. VPinball stores one primitive per OBJ. Export exactly one selected mesh.
  2. Triangulate. Either apply a Triangulate modifier, or tick Triangulated Mesh in the OBJ exporter. The reader will fan-triangulate too, but doing it in Blender keeps the output predictable for non-convex faces.
  3. Include Normals and UVs. VPinball requires vn and vt for every face corner. In the exporter make sure Normals and UV Coordinates are checked.
  4. Apply transforms. Apply Location, Rotation and Scale before export so vertex positions are in the mesh's local frame.
  5. Material/MTL not used. VPinball reads materials from the table, not from the .mtl file. The mtllib line in the OBJ is harmless and is ignored on read.

File Structure

Extracted files use paths starting with /vpx/:

/vpx/
  gamedata.json       # Table metadata
  script.vbs          # Table script
  images/             # Image assets
  sounds/             # Sound assets
  gameitems/          # Table objects (bumpers, flippers, etc.)
  collections/        # Object collections

Example: Round-trip

import init, { extract, assemble } from '@francisdb/vpin-wasm';

await init();

// Extract
const original = new Uint8Array(await fetch('table.vpx').then(r => r.arrayBuffer()));
const files = extract(original);

// Modify a file
const gamedata = JSON.parse(new TextDecoder().decode(files['/vpx/gamedata.json']));
gamedata.name = 'Modified Table';
files['/vpx/gamedata.json'] = new TextEncoder().encode(JSON.stringify(gamedata));

// Assemble
const modified = assemble(files);