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@@ -43,18 +43,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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#include "glTF2/glTF2Importer.h"
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+#include "PostProcessing/MakeVerboseFormat.h"
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#include "glTF2/glTF2Asset.h"
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#include "glTF2/glTF2AssetWriter.h"
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-#include "PostProcessing/MakeVerboseFormat.h"
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+#include <assimp/CreateAnimMesh.h>
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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-#include <assimp/Importer.hpp>
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-#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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-#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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-#include <assimp/CreateAnimMesh.h>
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+#include <assimp/scene.h>
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+#include <assimp/DefaultLogger.hpp>
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+#include <assimp/Importer.hpp>
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#include <memory>
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#include <unordered_map>
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@@ -67,11 +67,11 @@ using namespace glTF2;
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using namespace glTFCommon;
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namespace {
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- // generate bi-tangents from normals and tangents according to spec
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- struct Tangent {
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- aiVector3D xyz;
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- ai_real w;
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- };
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+// generate bi-tangents from normals and tangents according to spec
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+struct Tangent {
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+ aiVector3D xyz;
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+ ai_real w;
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+};
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} // namespace
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//
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@@ -79,66 +79,63 @@ namespace {
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//
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static const aiImporterDesc desc = {
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- "glTF2 Importer",
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- "",
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- "",
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- "",
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- aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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- 0,
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- 0,
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- 0,
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- 0,
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- "gltf glb"
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+ "glTF2 Importer",
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+ "",
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+ "",
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+ "",
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+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ "gltf glb"
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};
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-glTF2Importer::glTF2Importer()
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-: BaseImporter()
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-, meshOffsets()
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-, embeddedTexIdxs()
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-, mScene( NULL ) {
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- // empty
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+glTF2Importer::glTF2Importer() :
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+ BaseImporter(),
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+ meshOffsets(),
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+ embeddedTexIdxs(),
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+ mScene(NULL) {
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+ // empty
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}
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glTF2Importer::~glTF2Importer() {
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- // empty
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+ // empty
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}
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-const aiImporterDesc* glTF2Importer::GetInfo() const
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-{
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- return &desc;
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+const aiImporterDesc *glTF2Importer::GetInfo() const {
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+ return &desc;
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}
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-bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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-{
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- const std::string &extension = GetExtension(pFile);
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+bool glTF2Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
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+ const std::string &extension = GetExtension(pFile);
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- if (extension != "gltf" && extension != "glb")
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- return false;
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+ if (extension != "gltf" && extension != "glb")
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+ return false;
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- if (pIOHandler) {
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- glTF2::Asset asset(pIOHandler);
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- asset.Load(pFile, extension == "glb");
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- std::string version = asset.asset.version;
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- return !version.empty() && version[0] == '2';
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- }
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+ if (pIOHandler) {
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+ glTF2::Asset asset(pIOHandler);
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+ asset.Load(pFile, extension == "glb");
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+ std::string version = asset.asset.version;
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+ return !version.empty() && version[0] == '2';
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+ }
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- return false;
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+ return false;
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}
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-static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
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-{
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- switch (gltfWrapMode) {
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- case SamplerWrap::Mirrored_Repeat:
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- return aiTextureMapMode_Mirror;
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-
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- case SamplerWrap::Clamp_To_Edge:
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- return aiTextureMapMode_Clamp;
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-
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- case SamplerWrap::UNSET:
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- case SamplerWrap::Repeat:
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- default:
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- return aiTextureMapMode_Wrap;
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- }
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+static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) {
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+ switch (gltfWrapMode) {
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+ case SamplerWrap::Mirrored_Repeat:
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+ return aiTextureMapMode_Mirror;
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+
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+ case SamplerWrap::Clamp_To_Edge:
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+ return aiTextureMapMode_Clamp;
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+
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+ case SamplerWrap::UNSET:
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+ case SamplerWrap::Repeat:
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+ default:
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+ return aiTextureMapMode_Wrap;
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+ }
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}
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/*static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
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@@ -180,1182 +177,1160 @@ static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
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o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
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}*/
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-inline void SetMaterialColorProperty(Asset& /*r*/, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
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-{
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- aiColor4D col;
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- CopyValue(prop, col);
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- mat->AddProperty(&col, 1, pKey, type, idx);
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+inline void SetMaterialColorProperty(Asset & /*r*/, vec4 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) {
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+ aiColor4D col;
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+ CopyValue(prop, col);
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+ mat->AddProperty(&col, 1, pKey, type, idx);
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}
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-inline void SetMaterialColorProperty(Asset& /*r*/, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
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-{
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- aiColor4D col;
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- glTFCommon::CopyValue(prop, col);
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- mat->AddProperty(&col, 1, pKey, type, idx);
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+inline void SetMaterialColorProperty(Asset & /*r*/, vec3 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) {
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+ aiColor4D col;
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+ glTFCommon::CopyValue(prop, col);
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+ mat->AddProperty(&col, 1, pKey, type, idx);
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}
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-inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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-{
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- if (prop.texture && prop.texture->source) {
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- aiString uri(prop.texture->source->uri);
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+inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, glTF2::TextureInfo prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
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+ if (prop.texture && prop.texture->source) {
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+ aiString uri(prop.texture->source->uri);
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- int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
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- if (texIdx != -1) { // embedded
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- // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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- uri.data[0] = '*';
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- uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
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- }
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+ int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
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+ if (texIdx != -1) { // embedded
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+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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+ uri.data[0] = '*';
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+ uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
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+ }
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mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
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- mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
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-
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- if (prop.texture->sampler) {
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- Ref<Sampler> sampler = prop.texture->sampler;
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-
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- aiString name(sampler->name);
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- aiString id(sampler->id);
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-
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- mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
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- mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
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-
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- aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
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- aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
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- mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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- mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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- if (sampler->magFilter != SamplerMagFilter::UNSET) {
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- mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
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- }
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-
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- if (sampler->minFilter != SamplerMinFilter::UNSET) {
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- mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
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- }
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- }
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- }
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+ if (prop.textureTransformSupported) {
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+ aiUVTransform transform;
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+ transform.mScaling.x = prop.TextureTransformExt_t.scale[0];
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+ transform.mScaling.y = prop.TextureTransformExt_t.scale[1];
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+ transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated
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+
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+ // A change of coordinates is required to map glTF UV transformations into the space used by
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+ // Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp
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+ // rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the
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+ // texture origin. All three can be corrected for solely by a change of the translation since
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+ // the transformations available are shape preserving. Note the importer already flips the V
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+ // coordinate of the actual meshes during import.
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+ const ai_real rcos(cos(-transform.mRotation));
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+ const ai_real rsin(sin(-transform.mRotation));
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+ transform.mTranslation.x = (0.5 * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
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+ transform.mTranslation.y = ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
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+
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+ mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
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+ }
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+
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+ if (prop.texture->sampler) {
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+ Ref<Sampler> sampler = prop.texture->sampler;
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+
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+ aiString name(sampler->name);
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+ aiString id(sampler->id);
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+
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+ mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
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+ mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
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+
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+ aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
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+ aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
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+ mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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+ mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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+
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+ if (sampler->magFilter != SamplerMagFilter::UNSET) {
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+ mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
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+ }
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+
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+ if (sampler->minFilter != SamplerMinFilter::UNSET) {
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+ mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
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+ }
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+ }
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+ }
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}
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-inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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-{
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- SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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+inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, glTF2::NormalTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
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+ SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot);
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- if (prop.texture && prop.texture->source) {
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- mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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- }
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+ if (prop.texture && prop.texture->source) {
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+ mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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+ }
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}
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-inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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-{
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- SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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+inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, glTF2::OcclusionTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
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+ SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot);
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- if (prop.texture && prop.texture->source) {
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- mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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- }
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+ if (prop.texture && prop.texture->source) {
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+ mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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+ }
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}
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-static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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-{
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- aiMaterial* aimat = new aiMaterial();
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+static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) {
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+ aiMaterial *aimat = new aiMaterial();
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- if (!mat.name.empty()) {
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- aiString str(mat.name);
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+ if (!mat.name.empty()) {
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+ aiString str(mat.name);
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- aimat->AddProperty(&str, AI_MATKEY_NAME);
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- }
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+ aimat->AddProperty(&str, AI_MATKEY_NAME);
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+ }
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- SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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- SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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+ SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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+ SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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- aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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- aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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+ aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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+ aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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- float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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- roughnessAsShininess *= roughnessAsShininess * 1000;
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- aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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+ float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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+ roughnessAsShininess *= roughnessAsShininess * 1000;
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+ aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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|
|
- SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
|
|
|
+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
|
|
|
+ SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
|
|
|
+ SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
|
|
- aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
|
|
|
+ aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
|
|
|
|
|
|
- aiString alphaMode(mat.alphaMode);
|
|
|
- aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
|
|
|
- aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
|
|
|
+ aiString alphaMode(mat.alphaMode);
|
|
|
+ aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
|
|
|
+ aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
|
|
|
|
|
|
- //pbrSpecularGlossiness
|
|
|
- if (mat.pbrSpecularGlossiness.isPresent) {
|
|
|
- PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
|
|
|
+ //pbrSpecularGlossiness
|
|
|
+ if (mat.pbrSpecularGlossiness.isPresent) {
|
|
|
+ PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
|
|
|
|
|
|
- aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
|
|
|
- SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
|
|
|
- SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
|
|
|
+ aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
|
|
|
+ SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
|
|
|
+ SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
|
|
- float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
|
|
|
- aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
|
|
|
- aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
|
|
|
+ float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
|
|
|
+ aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
|
|
|
+ aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
|
|
|
|
|
|
- SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
|
|
|
+ SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
|
|
|
|
|
|
- SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
|
|
|
- }
|
|
|
- if (mat.unlit) {
|
|
|
- aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
|
|
|
- }
|
|
|
+ SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
|
|
|
+ }
|
|
|
+ if (mat.unlit) {
|
|
|
+ aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
|
|
|
+ }
|
|
|
|
|
|
- return aimat;
|
|
|
+ return aimat;
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportMaterials(glTF2::Asset& r)
|
|
|
-{
|
|
|
- const unsigned int numImportedMaterials = unsigned(r.materials.Size());
|
|
|
- Material defaultMaterial;
|
|
|
+void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
|
|
|
+ const unsigned int numImportedMaterials = unsigned(r.materials.Size());
|
|
|
+ Material defaultMaterial;
|
|
|
|
|
|
- mScene->mNumMaterials = numImportedMaterials + 1;
|
|
|
- mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
|
|
|
- mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
|
|
|
+ mScene->mNumMaterials = numImportedMaterials + 1;
|
|
|
+ mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
|
|
|
+ mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
|
|
|
|
|
|
- for (unsigned int i = 0; i < numImportedMaterials; ++i) {
|
|
|
- mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
|
|
|
- }
|
|
|
+ for (unsigned int i = 0; i < numImportedMaterials; ++i) {
|
|
|
+ mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-
|
|
|
-static inline void SetFace(aiFace& face, int a)
|
|
|
-{
|
|
|
- face.mNumIndices = 1;
|
|
|
- face.mIndices = new unsigned int[1];
|
|
|
- face.mIndices[0] = a;
|
|
|
+static inline void SetFace(aiFace &face, int a) {
|
|
|
+ face.mNumIndices = 1;
|
|
|
+ face.mIndices = new unsigned int[1];
|
|
|
+ face.mIndices[0] = a;
|
|
|
}
|
|
|
|
|
|
-static inline void SetFace(aiFace& face, int a, int b)
|
|
|
-{
|
|
|
- face.mNumIndices = 2;
|
|
|
- face.mIndices = new unsigned int[2];
|
|
|
- face.mIndices[0] = a;
|
|
|
- face.mIndices[1] = b;
|
|
|
+static inline void SetFace(aiFace &face, int a, int b) {
|
|
|
+ face.mNumIndices = 2;
|
|
|
+ face.mIndices = new unsigned int[2];
|
|
|
+ face.mIndices[0] = a;
|
|
|
+ face.mIndices[1] = b;
|
|
|
}
|
|
|
|
|
|
-static inline void SetFace(aiFace& face, int a, int b, int c)
|
|
|
-{
|
|
|
- face.mNumIndices = 3;
|
|
|
- face.mIndices = new unsigned int[3];
|
|
|
- face.mIndices[0] = a;
|
|
|
- face.mIndices[1] = b;
|
|
|
- face.mIndices[2] = c;
|
|
|
+static inline void SetFace(aiFace &face, int a, int b, int c) {
|
|
|
+ face.mNumIndices = 3;
|
|
|
+ face.mIndices = new unsigned int[3];
|
|
|
+ face.mIndices[0] = a;
|
|
|
+ face.mIndices[1] = b;
|
|
|
+ face.mIndices[2] = c;
|
|
|
}
|
|
|
|
|
|
#ifdef ASSIMP_BUILD_DEBUG
|
|
|
-static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
|
|
|
-{
|
|
|
- for (unsigned i = 0; i < nFaces; ++i) {
|
|
|
- for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
|
|
|
- unsigned idx = faces[i].mIndices[j];
|
|
|
- if (idx >= nVerts)
|
|
|
- return false;
|
|
|
- }
|
|
|
- }
|
|
|
- return true;
|
|
|
+static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) {
|
|
|
+ for (unsigned i = 0; i < nFaces; ++i) {
|
|
|
+ for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
|
|
|
+ unsigned idx = faces[i].mIndices[j];
|
|
|
+ if (idx >= nVerts)
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return true;
|
|
|
}
|
|
|
#endif // ASSIMP_BUILD_DEBUG
|
|
|
|
|
|
-void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|
|
-{
|
|
|
- std::vector<aiMesh*> meshes;
|
|
|
-
|
|
|
- unsigned int k = 0;
|
|
|
-
|
|
|
- for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
|
|
|
- Mesh& mesh = r.meshes[m];
|
|
|
-
|
|
|
- meshOffsets.push_back(k);
|
|
|
- k += unsigned(mesh.primitives.size());
|
|
|
-
|
|
|
- for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
|
|
|
- Mesh::Primitive& prim = mesh.primitives[p];
|
|
|
-
|
|
|
- aiMesh* aim = new aiMesh();
|
|
|
- meshes.push_back(aim);
|
|
|
-
|
|
|
- aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
|
|
|
-
|
|
|
- if (mesh.primitives.size() > 1) {
|
|
|
- ai_uint32& len = aim->mName.length;
|
|
|
- aim->mName.data[len] = '-';
|
|
|
- len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
|
|
|
- }
|
|
|
-
|
|
|
- switch (prim.mode) {
|
|
|
- case PrimitiveMode_POINTS:
|
|
|
- aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
|
|
- break;
|
|
|
-
|
|
|
- case PrimitiveMode_LINES:
|
|
|
- case PrimitiveMode_LINE_LOOP:
|
|
|
- case PrimitiveMode_LINE_STRIP:
|
|
|
- aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
|
- break;
|
|
|
-
|
|
|
- case PrimitiveMode_TRIANGLES:
|
|
|
- case PrimitiveMode_TRIANGLE_STRIP:
|
|
|
- case PrimitiveMode_TRIANGLE_FAN:
|
|
|
- aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
|
|
- break;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- Mesh::Primitive::Attributes& attr = prim.attributes;
|
|
|
-
|
|
|
- if (attr.position.size() > 0 && attr.position[0]) {
|
|
|
- aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
|
|
|
- attr.position[0]->ExtractData(aim->mVertices);
|
|
|
- }
|
|
|
-
|
|
|
- if (attr.normal.size() > 0 && attr.normal[0]) {
|
|
|
- attr.normal[0]->ExtractData(aim->mNormals);
|
|
|
-
|
|
|
- // only extract tangents if normals are present
|
|
|
- if (attr.tangent.size() > 0 && attr.tangent[0]) {
|
|
|
- // generate bitangents from normals and tangents according to spec
|
|
|
- Tangent *tangents = nullptr;
|
|
|
-
|
|
|
- attr.tangent[0]->ExtractData(tangents);
|
|
|
-
|
|
|
- aim->mTangents = new aiVector3D[aim->mNumVertices];
|
|
|
- aim->mBitangents = new aiVector3D[aim->mNumVertices];
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
|
- aim->mTangents[i] = tangents[i].xyz;
|
|
|
- aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
|
|
|
- }
|
|
|
-
|
|
|
- delete [] tangents;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
|
|
|
- if (attr.color[c]->count != aim->mNumVertices) {
|
|
|
- DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name +
|
|
|
- "\" does not match the vertex count");
|
|
|
- continue;
|
|
|
- }
|
|
|
- attr.color[c]->ExtractData(aim->mColors[c]);
|
|
|
- }
|
|
|
- for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
|
|
|
- if (attr.texcoord[tc]->count != aim->mNumVertices) {
|
|
|
- DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
|
|
|
- "\" does not match the vertex count");
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
|
|
|
- aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
|
|
|
-
|
|
|
- aiVector3D* values = aim->mTextureCoords[tc];
|
|
|
- for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
|
- values[i].y = 1 - values[i].y; // Flip Y coords
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- std::vector<Mesh::Primitive::Target>& targets = prim.targets;
|
|
|
- if (targets.size() > 0) {
|
|
|
- aim->mNumAnimMeshes = (unsigned int)targets.size();
|
|
|
- aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
|
|
|
- for (size_t i = 0; i < targets.size(); i++) {
|
|
|
- aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
|
|
|
- aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
|
|
|
- Mesh::Primitive::Target& target = targets[i];
|
|
|
-
|
|
|
- if (target.position.size() > 0) {
|
|
|
- aiVector3D *positionDiff = nullptr;
|
|
|
- target.position[0]->ExtractData(positionDiff);
|
|
|
- for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
|
- aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
|
|
|
- }
|
|
|
- delete [] positionDiff;
|
|
|
- }
|
|
|
- if (target.normal.size() > 0) {
|
|
|
- aiVector3D *normalDiff = nullptr;
|
|
|
- target.normal[0]->ExtractData(normalDiff);
|
|
|
- for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
|
- aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
|
|
|
- }
|
|
|
- delete [] normalDiff;
|
|
|
- }
|
|
|
- if (target.tangent.size() > 0) {
|
|
|
- Tangent *tangent = nullptr;
|
|
|
- attr.tangent[0]->ExtractData(tangent);
|
|
|
-
|
|
|
- aiVector3D *tangentDiff = nullptr;
|
|
|
- target.tangent[0]->ExtractData(tangentDiff);
|
|
|
-
|
|
|
- for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
|
|
|
- tangent[vertexId].xyz += tangentDiff[vertexId];
|
|
|
- aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
|
|
|
- aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
|
|
|
- }
|
|
|
- delete [] tangent;
|
|
|
- delete [] tangentDiff;
|
|
|
- }
|
|
|
- if (mesh.weights.size() > i) {
|
|
|
- aiAnimMesh.mWeight = mesh.weights[i];
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- aiFace* faces = 0;
|
|
|
- size_t nFaces = 0;
|
|
|
-
|
|
|
- if (prim.indices) {
|
|
|
- size_t count = prim.indices->count;
|
|
|
-
|
|
|
- Accessor::Indexer data = prim.indices->GetIndexer();
|
|
|
- ai_assert(data.IsValid());
|
|
|
-
|
|
|
- switch (prim.mode) {
|
|
|
- case PrimitiveMode_POINTS: {
|
|
|
- nFaces = count;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; ++i) {
|
|
|
- SetFace(faces[i], data.GetUInt(i));
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_LINES: {
|
|
|
- nFaces = count / 2;
|
|
|
- if (nFaces * 2 != count) {
|
|
|
- ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
|
|
- count = nFaces * 2;
|
|
|
- }
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; i += 2) {
|
|
|
- SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_LINE_LOOP:
|
|
|
- case PrimitiveMode_LINE_STRIP: {
|
|
|
- nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
|
|
|
- for (unsigned int i = 2; i < count; ++i) {
|
|
|
- SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
|
|
|
- }
|
|
|
- if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
|
- SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_TRIANGLES: {
|
|
|
- nFaces = count / 3;
|
|
|
- if (nFaces * 3 != count) {
|
|
|
- ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
|
|
- count = nFaces * 3;
|
|
|
- }
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; i += 3) {
|
|
|
- SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case PrimitiveMode_TRIANGLE_STRIP: {
|
|
|
- nFaces = count - 2;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < nFaces; ++i) {
|
|
|
- //The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
|
- if ((i + 1) % 2 == 0)
|
|
|
- {
|
|
|
- //For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
|
- SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //For odd n, vertices n, n+1, and n+2 define triangle n
|
|
|
- SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case PrimitiveMode_TRIANGLE_FAN:
|
|
|
- nFaces = count - 2;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
|
|
- for (unsigned int i = 1; i < nFaces; ++i) {
|
|
|
- SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else { // no indices provided so directly generate from counts
|
|
|
-
|
|
|
- // use the already determined count as it includes checks
|
|
|
- unsigned int count = aim->mNumVertices;
|
|
|
-
|
|
|
- switch (prim.mode) {
|
|
|
- case PrimitiveMode_POINTS: {
|
|
|
- nFaces = count;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; ++i) {
|
|
|
- SetFace(faces[i], i);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_LINES: {
|
|
|
- nFaces = count / 2;
|
|
|
- if (nFaces * 2 != count) {
|
|
|
- ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
|
|
- count = nFaces * 2;
|
|
|
- }
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; i += 2) {
|
|
|
- SetFace(faces[i / 2], i, i + 1);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_LINE_LOOP:
|
|
|
- case PrimitiveMode_LINE_STRIP: {
|
|
|
- nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- SetFace(faces[0], 0, 1);
|
|
|
- for (unsigned int i = 2; i < count; ++i) {
|
|
|
- SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
|
|
|
- }
|
|
|
- if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
|
- SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case PrimitiveMode_TRIANGLES: {
|
|
|
- nFaces = count / 3;
|
|
|
- if (nFaces * 3 != count) {
|
|
|
- ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
|
|
- count = nFaces * 3;
|
|
|
- }
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < count; i += 3) {
|
|
|
- SetFace(faces[i / 3], i, i + 1, i + 2);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case PrimitiveMode_TRIANGLE_STRIP: {
|
|
|
- nFaces = count - 2;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- for (unsigned int i = 0; i < nFaces; ++i) {
|
|
|
- //The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
|
- if ((i+1) % 2 == 0)
|
|
|
- {
|
|
|
- //For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
|
- SetFace(faces[i], i+1, i, i+2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //For odd n, vertices n, n+1, and n+2 define triangle n
|
|
|
- SetFace(faces[i], i, i+1, i+2);
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case PrimitiveMode_TRIANGLE_FAN:
|
|
|
- nFaces = count - 2;
|
|
|
- faces = new aiFace[nFaces];
|
|
|
- SetFace(faces[0], 0, 1, 2);
|
|
|
- for (unsigned int i = 1; i < nFaces; ++i) {
|
|
|
- SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (faces) {
|
|
|
- aim->mFaces = faces;
|
|
|
- aim->mNumFaces = static_cast<unsigned int>(nFaces);
|
|
|
- ai_assert(CheckValidFacesIndices(faces, static_cast<unsigned>(nFaces), aim->mNumVertices));
|
|
|
- }
|
|
|
-
|
|
|
- if (prim.material) {
|
|
|
- aim->mMaterialIndex = prim.material.GetIndex();
|
|
|
- }
|
|
|
- else {
|
|
|
- aim->mMaterialIndex = mScene->mNumMaterials - 1;
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- meshOffsets.push_back(k);
|
|
|
-
|
|
|
- CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
|
|
|
+void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
|
|
+ std::vector<aiMesh *> meshes;
|
|
|
+
|
|
|
+ unsigned int k = 0;
|
|
|
+
|
|
|
+ for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
|
|
|
+ Mesh &mesh = r.meshes[m];
|
|
|
+
|
|
|
+ meshOffsets.push_back(k);
|
|
|
+ k += unsigned(mesh.primitives.size());
|
|
|
+
|
|
|
+ for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
|
|
|
+ Mesh::Primitive &prim = mesh.primitives[p];
|
|
|
+
|
|
|
+ aiMesh *aim = new aiMesh();
|
|
|
+ meshes.push_back(aim);
|
|
|
+
|
|
|
+ aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
|
|
|
+
|
|
|
+ if (mesh.primitives.size() > 1) {
|
|
|
+ ai_uint32 &len = aim->mName.length;
|
|
|
+ aim->mName.data[len] = '-';
|
|
|
+ len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
|
|
|
+ }
|
|
|
+
|
|
|
+ switch (prim.mode) {
|
|
|
+ case PrimitiveMode_POINTS:
|
|
|
+ aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case PrimitiveMode_LINES:
|
|
|
+ case PrimitiveMode_LINE_LOOP:
|
|
|
+ case PrimitiveMode_LINE_STRIP:
|
|
|
+ aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case PrimitiveMode_TRIANGLES:
|
|
|
+ case PrimitiveMode_TRIANGLE_STRIP:
|
|
|
+ case PrimitiveMode_TRIANGLE_FAN:
|
|
|
+ aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ Mesh::Primitive::Attributes &attr = prim.attributes;
|
|
|
+
|
|
|
+ if (attr.position.size() > 0 && attr.position[0]) {
|
|
|
+ aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
|
|
|
+ attr.position[0]->ExtractData(aim->mVertices);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (attr.normal.size() > 0 && attr.normal[0]) {
|
|
|
+ attr.normal[0]->ExtractData(aim->mNormals);
|
|
|
+
|
|
|
+ // only extract tangents if normals are present
|
|
|
+ if (attr.tangent.size() > 0 && attr.tangent[0]) {
|
|
|
+ // generate bitangents from normals and tangents according to spec
|
|
|
+ Tangent *tangents = nullptr;
|
|
|
+
|
|
|
+ attr.tangent[0]->ExtractData(tangents);
|
|
|
+
|
|
|
+ aim->mTangents = new aiVector3D[aim->mNumVertices];
|
|
|
+ aim->mBitangents = new aiVector3D[aim->mNumVertices];
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
|
+ aim->mTangents[i] = tangents[i].xyz;
|
|
|
+ aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
|
|
|
+ }
|
|
|
+
|
|
|
+ delete[] tangents;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
|
|
|
+ if (attr.color[c]->count != aim->mNumVertices) {
|
|
|
+ DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name +
|
|
|
+ "\" does not match the vertex count");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ attr.color[c]->ExtractData(aim->mColors[c]);
|
|
|
+ }
|
|
|
+ for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
|
|
|
+ if (attr.texcoord[tc]->count != aim->mNumVertices) {
|
|
|
+ DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
|
|
|
+ "\" does not match the vertex count");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
|
|
|
+ aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
|
|
|
+
|
|
|
+ aiVector3D *values = aim->mTextureCoords[tc];
|
|
|
+ for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
|
+ values[i].y = 1 - values[i].y; // Flip Y coords
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ std::vector<Mesh::Primitive::Target> &targets = prim.targets;
|
|
|
+ if (targets.size() > 0) {
|
|
|
+ aim->mNumAnimMeshes = (unsigned int)targets.size();
|
|
|
+ aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
|
|
|
+ for (size_t i = 0; i < targets.size(); i++) {
|
|
|
+ aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
|
|
|
+ aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]);
|
|
|
+ Mesh::Primitive::Target &target = targets[i];
|
|
|
+
|
|
|
+ if (target.position.size() > 0) {
|
|
|
+ aiVector3D *positionDiff = nullptr;
|
|
|
+ target.position[0]->ExtractData(positionDiff);
|
|
|
+ for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
|
+ aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
|
|
|
+ }
|
|
|
+ delete[] positionDiff;
|
|
|
+ }
|
|
|
+ if (target.normal.size() > 0) {
|
|
|
+ aiVector3D *normalDiff = nullptr;
|
|
|
+ target.normal[0]->ExtractData(normalDiff);
|
|
|
+ for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
|
+ aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
|
|
|
+ }
|
|
|
+ delete[] normalDiff;
|
|
|
+ }
|
|
|
+ if (target.tangent.size() > 0) {
|
|
|
+ Tangent *tangent = nullptr;
|
|
|
+ attr.tangent[0]->ExtractData(tangent);
|
|
|
+
|
|
|
+ aiVector3D *tangentDiff = nullptr;
|
|
|
+ target.tangent[0]->ExtractData(tangentDiff);
|
|
|
+
|
|
|
+ for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
|
|
|
+ tangent[vertexId].xyz += tangentDiff[vertexId];
|
|
|
+ aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
|
|
|
+ aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
|
|
|
+ }
|
|
|
+ delete[] tangent;
|
|
|
+ delete[] tangentDiff;
|
|
|
+ }
|
|
|
+ if (mesh.weights.size() > i) {
|
|
|
+ aiAnimMesh.mWeight = mesh.weights[i];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ aiFace *faces = 0;
|
|
|
+ size_t nFaces = 0;
|
|
|
+
|
|
|
+ if (prim.indices) {
|
|
|
+ size_t count = prim.indices->count;
|
|
|
+
|
|
|
+ Accessor::Indexer data = prim.indices->GetIndexer();
|
|
|
+ ai_assert(data.IsValid());
|
|
|
+
|
|
|
+ switch (prim.mode) {
|
|
|
+ case PrimitiveMode_POINTS: {
|
|
|
+ nFaces = count;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; ++i) {
|
|
|
+ SetFace(faces[i], data.GetUInt(i));
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_LINES: {
|
|
|
+ nFaces = count / 2;
|
|
|
+ if (nFaces * 2 != count) {
|
|
|
+ ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
|
|
+ count = nFaces * 2;
|
|
|
+ }
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; i += 2) {
|
|
|
+ SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_LINE_LOOP:
|
|
|
+ case PrimitiveMode_LINE_STRIP: {
|
|
|
+ nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
|
|
|
+ for (unsigned int i = 2; i < count; ++i) {
|
|
|
+ SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
|
|
|
+ }
|
|
|
+ if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
|
+ SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_TRIANGLES: {
|
|
|
+ nFaces = count / 3;
|
|
|
+ if (nFaces * 3 != count) {
|
|
|
+ ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
|
|
+ count = nFaces * 3;
|
|
|
+ }
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; i += 3) {
|
|
|
+ SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case PrimitiveMode_TRIANGLE_STRIP: {
|
|
|
+ nFaces = count - 2;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < nFaces; ++i) {
|
|
|
+ //The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
|
+ if ((i + 1) % 2 == 0) {
|
|
|
+ //For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
|
+ SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
|
|
+ } else {
|
|
|
+ //For odd n, vertices n, n+1, and n+2 define triangle n
|
|
|
+ SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case PrimitiveMode_TRIANGLE_FAN:
|
|
|
+ nFaces = count - 2;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
|
|
+ for (unsigned int i = 1; i < nFaces; ++i) {
|
|
|
+ SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ } else { // no indices provided so directly generate from counts
|
|
|
+
|
|
|
+ // use the already determined count as it includes checks
|
|
|
+ unsigned int count = aim->mNumVertices;
|
|
|
+
|
|
|
+ switch (prim.mode) {
|
|
|
+ case PrimitiveMode_POINTS: {
|
|
|
+ nFaces = count;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; ++i) {
|
|
|
+ SetFace(faces[i], i);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_LINES: {
|
|
|
+ nFaces = count / 2;
|
|
|
+ if (nFaces * 2 != count) {
|
|
|
+ ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
|
|
|
+ count = (unsigned int)nFaces * 2;
|
|
|
+ }
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; i += 2) {
|
|
|
+ SetFace(faces[i / 2], i, i + 1);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_LINE_LOOP:
|
|
|
+ case PrimitiveMode_LINE_STRIP: {
|
|
|
+ nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ SetFace(faces[0], 0, 1);
|
|
|
+ for (unsigned int i = 2; i < count; ++i) {
|
|
|
+ SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
|
|
|
+ }
|
|
|
+ if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
|
+ SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ case PrimitiveMode_TRIANGLES: {
|
|
|
+ nFaces = count / 3;
|
|
|
+ if (nFaces * 3 != count) {
|
|
|
+ ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
|
|
|
+ count = (unsigned int)nFaces * 3;
|
|
|
+ }
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < count; i += 3) {
|
|
|
+ SetFace(faces[i / 3], i, i + 1, i + 2);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case PrimitiveMode_TRIANGLE_STRIP: {
|
|
|
+ nFaces = count - 2;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ for (unsigned int i = 0; i < nFaces; ++i) {
|
|
|
+ //The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
|
+ if ((i + 1) % 2 == 0) {
|
|
|
+ //For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
|
+ SetFace(faces[i], i + 1, i, i + 2);
|
|
|
+ } else {
|
|
|
+ //For odd n, vertices n, n+1, and n+2 define triangle n
|
|
|
+ SetFace(faces[i], i, i + 1, i + 2);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case PrimitiveMode_TRIANGLE_FAN:
|
|
|
+ nFaces = count - 2;
|
|
|
+ faces = new aiFace[nFaces];
|
|
|
+ SetFace(faces[0], 0, 1, 2);
|
|
|
+ for (unsigned int i = 1; i < nFaces; ++i) {
|
|
|
+ SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (faces) {
|
|
|
+ aim->mFaces = faces;
|
|
|
+ aim->mNumFaces = static_cast<unsigned int>(nFaces);
|
|
|
+ ai_assert(CheckValidFacesIndices(faces, static_cast<unsigned>(nFaces), aim->mNumVertices));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (prim.material) {
|
|
|
+ aim->mMaterialIndex = prim.material.GetIndex();
|
|
|
+ } else {
|
|
|
+ aim->mMaterialIndex = mScene->mNumMaterials - 1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ meshOffsets.push_back(k);
|
|
|
+
|
|
|
+ CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportCameras(glTF2::Asset& r)
|
|
|
-{
|
|
|
- if (!r.cameras.Size()) return;
|
|
|
-
|
|
|
- mScene->mNumCameras = r.cameras.Size();
|
|
|
- mScene->mCameras = new aiCamera*[r.cameras.Size()];
|
|
|
-
|
|
|
- for (size_t i = 0; i < r.cameras.Size(); ++i) {
|
|
|
- Camera& cam = r.cameras[i];
|
|
|
-
|
|
|
- aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
|
|
|
-
|
|
|
- // cameras point in -Z by default, rest is specified in node transform
|
|
|
- aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
|
|
|
-
|
|
|
- if (cam.type == Camera::Perspective) {
|
|
|
-
|
|
|
- aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
|
|
- aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
|
|
|
- aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar;
|
|
|
- aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
|
|
|
- } else {
|
|
|
- aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar;
|
|
|
- aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear;
|
|
|
- aicam->mHorizontalFOV = 0.0;
|
|
|
- aicam->mAspect = 1.0f;
|
|
|
- if (0.f != cam.cameraProperties.ortographic.ymag ) {
|
|
|
- aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+void glTF2Importer::ImportCameras(glTF2::Asset &r) {
|
|
|
+ if (!r.cameras.Size()) return;
|
|
|
+
|
|
|
+ mScene->mNumCameras = r.cameras.Size();
|
|
|
+ mScene->mCameras = new aiCamera *[r.cameras.Size()];
|
|
|
+
|
|
|
+ for (size_t i = 0; i < r.cameras.Size(); ++i) {
|
|
|
+ Camera &cam = r.cameras[i];
|
|
|
+
|
|
|
+ aiCamera *aicam = mScene->mCameras[i] = new aiCamera();
|
|
|
+
|
|
|
+ // cameras point in -Z by default, rest is specified in node transform
|
|
|
+ aicam->mLookAt = aiVector3D(0.f, 0.f, -1.f);
|
|
|
+
|
|
|
+ if (cam.type == Camera::Perspective) {
|
|
|
+
|
|
|
+ aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
|
|
+ aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
|
|
|
+ aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar;
|
|
|
+ aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
|
|
|
+ } else {
|
|
|
+ aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar;
|
|
|
+ aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear;
|
|
|
+ aicam->mHorizontalFOV = 0.0;
|
|
|
+ aicam->mAspect = 1.0f;
|
|
|
+ if (0.f != cam.cameraProperties.ortographic.ymag) {
|
|
|
+ aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportLights(glTF2::Asset& r)
|
|
|
-{
|
|
|
- if (!r.lights.Size())
|
|
|
- return;
|
|
|
-
|
|
|
- mScene->mNumLights = r.lights.Size();
|
|
|
- mScene->mLights = new aiLight*[r.lights.Size()];
|
|
|
-
|
|
|
- for (size_t i = 0; i < r.lights.Size(); ++i) {
|
|
|
- Light& light = r.lights[i];
|
|
|
-
|
|
|
- aiLight* ail = mScene->mLights[i] = new aiLight();
|
|
|
-
|
|
|
- switch (light.type)
|
|
|
- {
|
|
|
- case Light::Directional:
|
|
|
- ail->mType = aiLightSource_DIRECTIONAL; break;
|
|
|
- case Light::Point:
|
|
|
- ail->mType = aiLightSource_POINT; break;
|
|
|
- case Light::Spot:
|
|
|
- ail->mType = aiLightSource_SPOT; break;
|
|
|
- }
|
|
|
-
|
|
|
- if (ail->mType != aiLightSource_POINT)
|
|
|
- {
|
|
|
- ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f);
|
|
|
- ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
|
|
|
- }
|
|
|
-
|
|
|
- vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity };
|
|
|
- CopyValue(colorWithIntensity, ail->mColorAmbient);
|
|
|
- CopyValue(colorWithIntensity, ail->mColorDiffuse);
|
|
|
- CopyValue(colorWithIntensity, ail->mColorSpecular);
|
|
|
-
|
|
|
- if (ail->mType == aiLightSource_DIRECTIONAL)
|
|
|
- {
|
|
|
- ail->mAttenuationConstant = 1.0;
|
|
|
- ail->mAttenuationLinear = 0.0;
|
|
|
- ail->mAttenuationQuadratic = 0.0;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //in PBR attenuation is calculated using inverse square law which can be expressed
|
|
|
- //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
|
|
|
- //this is correct equation for the case when range (see
|
|
|
- //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
|
|
|
- //is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
|
|
|
- //When range is present then numerator might be any value in range [0,1] and then assimps equation
|
|
|
- //will not suffice. In this case range is added into metadata in ImportNode function
|
|
|
- //and its up to implementation to read it when it wants to
|
|
|
- ail->mAttenuationConstant = 0.0;
|
|
|
- ail->mAttenuationLinear = 0.0;
|
|
|
- ail->mAttenuationQuadratic = 1.0;
|
|
|
- }
|
|
|
-
|
|
|
- if (ail->mType == aiLightSource_SPOT)
|
|
|
- {
|
|
|
- ail->mAngleInnerCone = light.innerConeAngle;
|
|
|
- ail->mAngleOuterCone = light.outerConeAngle;
|
|
|
- }
|
|
|
- }
|
|
|
+void glTF2Importer::ImportLights(glTF2::Asset &r) {
|
|
|
+ if (!r.lights.Size())
|
|
|
+ return;
|
|
|
+
|
|
|
+ mScene->mNumLights = r.lights.Size();
|
|
|
+ mScene->mLights = new aiLight *[r.lights.Size()];
|
|
|
+
|
|
|
+ for (size_t i = 0; i < r.lights.Size(); ++i) {
|
|
|
+ Light &light = r.lights[i];
|
|
|
+
|
|
|
+ aiLight *ail = mScene->mLights[i] = new aiLight();
|
|
|
+
|
|
|
+ switch (light.type) {
|
|
|
+ case Light::Directional:
|
|
|
+ ail->mType = aiLightSource_DIRECTIONAL;
|
|
|
+ break;
|
|
|
+ case Light::Point:
|
|
|
+ ail->mType = aiLightSource_POINT;
|
|
|
+ break;
|
|
|
+ case Light::Spot:
|
|
|
+ ail->mType = aiLightSource_SPOT;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (ail->mType != aiLightSource_POINT) {
|
|
|
+ ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f);
|
|
|
+ ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
|
|
|
+ }
|
|
|
+
|
|
|
+ vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity };
|
|
|
+ CopyValue(colorWithIntensity, ail->mColorAmbient);
|
|
|
+ CopyValue(colorWithIntensity, ail->mColorDiffuse);
|
|
|
+ CopyValue(colorWithIntensity, ail->mColorSpecular);
|
|
|
+
|
|
|
+ if (ail->mType == aiLightSource_DIRECTIONAL) {
|
|
|
+ ail->mAttenuationConstant = 1.0;
|
|
|
+ ail->mAttenuationLinear = 0.0;
|
|
|
+ ail->mAttenuationQuadratic = 0.0;
|
|
|
+ } else {
|
|
|
+ //in PBR attenuation is calculated using inverse square law which can be expressed
|
|
|
+ //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
|
|
|
+ //this is correct equation for the case when range (see
|
|
|
+ //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
|
|
|
+ //is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
|
|
|
+ //When range is present then numerator might be any value in range [0,1] and then assimps equation
|
|
|
+ //will not suffice. In this case range is added into metadata in ImportNode function
|
|
|
+ //and its up to implementation to read it when it wants to
|
|
|
+ ail->mAttenuationConstant = 0.0;
|
|
|
+ ail->mAttenuationLinear = 0.0;
|
|
|
+ ail->mAttenuationQuadratic = 1.0;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (ail->mType == aiLightSource_SPOT) {
|
|
|
+ ail->mAngleInnerCone = light.innerConeAngle;
|
|
|
+ ail->mAngleOuterCone = light.outerConeAngle;
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
|
|
|
- if (node.matrix.isPresent) {
|
|
|
- CopyValue(node.matrix.value, matrix);
|
|
|
- }
|
|
|
- else {
|
|
|
- if (node.translation.isPresent) {
|
|
|
- aiVector3D trans;
|
|
|
- CopyValue(node.translation.value, trans);
|
|
|
- aiMatrix4x4 t;
|
|
|
- aiMatrix4x4::Translation(trans, t);
|
|
|
- matrix = matrix * t;
|
|
|
- }
|
|
|
-
|
|
|
- if (node.rotation.isPresent) {
|
|
|
- aiQuaternion rot;
|
|
|
- CopyValue(node.rotation.value, rot);
|
|
|
- matrix = matrix * aiMatrix4x4(rot.GetMatrix());
|
|
|
- }
|
|
|
-
|
|
|
- if (node.scale.isPresent) {
|
|
|
- aiVector3D scal(1.f);
|
|
|
- CopyValue(node.scale.value, scal);
|
|
|
- aiMatrix4x4 s;
|
|
|
- aiMatrix4x4::Scaling(scal, s);
|
|
|
- matrix = matrix * s;
|
|
|
- }
|
|
|
- }
|
|
|
+static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) {
|
|
|
+ if (node.matrix.isPresent) {
|
|
|
+ CopyValue(node.matrix.value, matrix);
|
|
|
+ } else {
|
|
|
+ if (node.translation.isPresent) {
|
|
|
+ aiVector3D trans;
|
|
|
+ CopyValue(node.translation.value, trans);
|
|
|
+ aiMatrix4x4 t;
|
|
|
+ aiMatrix4x4::Translation(trans, t);
|
|
|
+ matrix = matrix * t;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (node.rotation.isPresent) {
|
|
|
+ aiQuaternion rot;
|
|
|
+ CopyValue(node.rotation.value, rot);
|
|
|
+ matrix = matrix * aiMatrix4x4(rot.GetMatrix());
|
|
|
+ }
|
|
|
+
|
|
|
+ if (node.scale.isPresent) {
|
|
|
+ aiVector3D scal(1.f);
|
|
|
+ CopyValue(node.scale.value, scal);
|
|
|
+ aiMatrix4x4 s;
|
|
|
+ aiMatrix4x4::Scaling(scal, s);
|
|
|
+ matrix = matrix * s;
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std::vector<aiVertexWeight>>& map)
|
|
|
-{
|
|
|
- Mesh::Primitive::Attributes& attr = primitive.attributes;
|
|
|
- if (attr.weight.empty() || attr.joint.empty()) {
|
|
|
- return;
|
|
|
- }
|
|
|
- if (attr.weight[0]->count != attr.joint[0]->count) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- size_t num_vertices = attr.weight[0]->count;
|
|
|
-
|
|
|
- struct Weights { float values[4]; };
|
|
|
- Weights* weights = nullptr;
|
|
|
- attr.weight[0]->ExtractData(weights);
|
|
|
-
|
|
|
- struct Indices8 { uint8_t values[4]; };
|
|
|
- struct Indices16 { uint16_t values[4]; };
|
|
|
- Indices8* indices8 = nullptr;
|
|
|
- Indices16* indices16 = nullptr;
|
|
|
- if (attr.joint[0]->GetElementSize() == 4) {
|
|
|
- attr.joint[0]->ExtractData(indices8);
|
|
|
- }else {
|
|
|
- attr.joint[0]->ExtractData(indices16);
|
|
|
- }
|
|
|
- //
|
|
|
- if (nullptr == indices8 && nullptr == indices16) {
|
|
|
- // Something went completely wrong!
|
|
|
- ai_assert(false);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- for (size_t i = 0; i < num_vertices; ++i) {
|
|
|
- for (int j = 0; j < 4; ++j) {
|
|
|
- const unsigned int bone = (indices8!=nullptr) ? indices8[i].values[j] : indices16[i].values[j];
|
|
|
- const float weight = weights[i].values[j];
|
|
|
- if (weight > 0 && bone < map.size()) {
|
|
|
- map[bone].reserve(8);
|
|
|
- map[bone].emplace_back(static_cast<unsigned int>(i), weight);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- delete[] weights;
|
|
|
- delete[] indices8;
|
|
|
- delete[] indices16;
|
|
|
+static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map) {
|
|
|
+ Mesh::Primitive::Attributes &attr = primitive.attributes;
|
|
|
+ if (attr.weight.empty() || attr.joint.empty()) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ if (attr.weight[0]->count != attr.joint[0]->count) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ size_t num_vertices = attr.weight[0]->count;
|
|
|
+
|
|
|
+ struct Weights {
|
|
|
+ float values[4];
|
|
|
+ };
|
|
|
+ Weights *weights = nullptr;
|
|
|
+ attr.weight[0]->ExtractData(weights);
|
|
|
+
|
|
|
+ struct Indices8 {
|
|
|
+ uint8_t values[4];
|
|
|
+ };
|
|
|
+ struct Indices16 {
|
|
|
+ uint16_t values[4];
|
|
|
+ };
|
|
|
+ Indices8 *indices8 = nullptr;
|
|
|
+ Indices16 *indices16 = nullptr;
|
|
|
+ if (attr.joint[0]->GetElementSize() == 4) {
|
|
|
+ attr.joint[0]->ExtractData(indices8);
|
|
|
+ } else {
|
|
|
+ attr.joint[0]->ExtractData(indices16);
|
|
|
+ }
|
|
|
+ //
|
|
|
+ if (nullptr == indices8 && nullptr == indices16) {
|
|
|
+ // Something went completely wrong!
|
|
|
+ ai_assert(false);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (size_t i = 0; i < num_vertices; ++i) {
|
|
|
+ for (int j = 0; j < 4; ++j) {
|
|
|
+ const unsigned int bone = (indices8 != nullptr) ? indices8[i].values[j] : indices16[i].values[j];
|
|
|
+ const float weight = weights[i].values[j];
|
|
|
+ if (weight > 0 && bone < map.size()) {
|
|
|
+ map[bone].reserve(8);
|
|
|
+ map[bone].emplace_back(static_cast<unsigned int>(i), weight);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ delete[] weights;
|
|
|
+ delete[] indices8;
|
|
|
+ delete[] indices16;
|
|
|
}
|
|
|
|
|
|
-static std::string GetNodeName(const Node& node)
|
|
|
-{
|
|
|
- return node.name.empty() ? node.id : node.name;
|
|
|
+static std::string GetNodeName(const Node &node) {
|
|
|
+ return node.name.empty() ? node.id : node.name;
|
|
|
}
|
|
|
|
|
|
-aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
|
|
|
-{
|
|
|
- Node& node = *ptr;
|
|
|
-
|
|
|
- aiNode* ainode = new aiNode(GetNodeName(node));
|
|
|
-
|
|
|
- if (!node.children.empty()) {
|
|
|
- ainode->mNumChildren = unsigned(node.children.size());
|
|
|
- ainode->mChildren = new aiNode*[ainode->mNumChildren];
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
|
|
|
- aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
|
|
|
- child->mParent = ainode;
|
|
|
- ainode->mChildren[i] = child;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- GetNodeTransform(ainode->mTransformation, node);
|
|
|
-
|
|
|
- if (!node.meshes.empty()) {
|
|
|
- // GLTF files contain at most 1 mesh per node.
|
|
|
- assert(node.meshes.size() == 1);
|
|
|
- int mesh_idx = node.meshes[0].GetIndex();
|
|
|
- int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
|
|
-
|
|
|
- ainode->mNumMeshes = count;
|
|
|
- ainode->mMeshes = new unsigned int[count];
|
|
|
-
|
|
|
- if (node.skin) {
|
|
|
- for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
|
|
|
- aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]+primitiveNo];
|
|
|
- mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
|
|
|
- mesh->mBones = new aiBone*[mesh->mNumBones];
|
|
|
-
|
|
|
- // GLTF and Assimp choose to store bone weights differently.
|
|
|
- // GLTF has each vertex specify which bones influence the vertex.
|
|
|
- // Assimp has each bone specify which vertices it has influence over.
|
|
|
- // To convert this data, we first read over the vertex data and pull
|
|
|
- // out the bone-to-vertex mapping. Then, when creating the aiBones,
|
|
|
- // we copy the bone-to-vertex mapping into the bone. This is unfortunate
|
|
|
- // both because it's somewhat slow and because, for many applications,
|
|
|
- // we then need to reconvert the data back into the vertex-to-bone
|
|
|
- // mapping which makes things doubly-slow.
|
|
|
- std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
|
|
|
- BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
|
|
-
|
|
|
- mat4* pbindMatrices = nullptr;
|
|
|
- node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
|
|
|
-
|
|
|
- for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
|
|
|
- aiBone* bone = new aiBone();
|
|
|
-
|
|
|
- Ref<Node> joint = node.skin->jointNames[i];
|
|
|
- if (!joint->name.empty()) {
|
|
|
- bone->mName = joint->name;
|
|
|
- } else {
|
|
|
- // Assimp expects each bone to have a unique name.
|
|
|
- static const std::string kDefaultName = "bone_";
|
|
|
- char postfix[10] = {0};
|
|
|
- ASSIMP_itoa10(postfix, i);
|
|
|
- bone->mName = (kDefaultName + postfix);
|
|
|
- }
|
|
|
- GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
|
-
|
|
|
- CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
|
|
|
-
|
|
|
- std::vector<aiVertexWeight>& weights = weighting[i];
|
|
|
-
|
|
|
- bone->mNumWeights = static_cast<uint32_t>(weights.size());
|
|
|
- if (bone->mNumWeights > 0) {
|
|
|
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
|
- memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
|
|
|
- } else {
|
|
|
- // Assimp expects all bones to have at least 1 weight.
|
|
|
- bone->mWeights = new aiVertexWeight[1];
|
|
|
- bone->mNumWeights = 1;
|
|
|
- bone->mWeights->mVertexId = 0;
|
|
|
- bone->mWeights->mWeight = 0.f;
|
|
|
- }
|
|
|
- mesh->mBones[i] = bone;
|
|
|
- }
|
|
|
-
|
|
|
- if (pbindMatrices) {
|
|
|
- delete[] pbindMatrices;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- int k = 0;
|
|
|
- for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
|
|
|
- ainode->mMeshes[k] = j;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (node.camera) {
|
|
|
- pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
|
|
|
- }
|
|
|
-
|
|
|
- if (node.light) {
|
|
|
- pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
|
|
|
-
|
|
|
- //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
|
|
|
- //it is added to meta data of parent node, because there is no other place to put it
|
|
|
- if (node.light->range.isPresent)
|
|
|
- {
|
|
|
- ainode->mMetaData = aiMetadata::Alloc(1);
|
|
|
- ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return ainode;
|
|
|
+aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &meshOffsets, glTF2::Ref<glTF2::Node> &ptr) {
|
|
|
+ Node &node = *ptr;
|
|
|
+
|
|
|
+ aiNode *ainode = new aiNode(GetNodeName(node));
|
|
|
+
|
|
|
+ if (!node.children.empty()) {
|
|
|
+ ainode->mNumChildren = unsigned(node.children.size());
|
|
|
+ ainode->mChildren = new aiNode *[ainode->mNumChildren];
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
|
|
|
+ aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
|
|
|
+ child->mParent = ainode;
|
|
|
+ ainode->mChildren[i] = child;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ GetNodeTransform(ainode->mTransformation, node);
|
|
|
+
|
|
|
+ if (!node.meshes.empty()) {
|
|
|
+ // GLTF files contain at most 1 mesh per node.
|
|
|
+ assert(node.meshes.size() == 1);
|
|
|
+ int mesh_idx = node.meshes[0].GetIndex();
|
|
|
+ int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
|
|
+
|
|
|
+ ainode->mNumMeshes = count;
|
|
|
+ ainode->mMeshes = new unsigned int[count];
|
|
|
+
|
|
|
+ if (node.skin) {
|
|
|
+ for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
|
|
|
+ aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
|
|
|
+ mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
|
|
|
+ mesh->mBones = new aiBone *[mesh->mNumBones];
|
|
|
+
|
|
|
+ // GLTF and Assimp choose to store bone weights differently.
|
|
|
+ // GLTF has each vertex specify which bones influence the vertex.
|
|
|
+ // Assimp has each bone specify which vertices it has influence over.
|
|
|
+ // To convert this data, we first read over the vertex data and pull
|
|
|
+ // out the bone-to-vertex mapping. Then, when creating the aiBones,
|
|
|
+ // we copy the bone-to-vertex mapping into the bone. This is unfortunate
|
|
|
+ // both because it's somewhat slow and because, for many applications,
|
|
|
+ // we then need to reconvert the data back into the vertex-to-bone
|
|
|
+ // mapping which makes things doubly-slow.
|
|
|
+ std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
|
|
|
+ BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
|
|
+
|
|
|
+ mat4 *pbindMatrices = nullptr;
|
|
|
+ node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
|
|
|
+
|
|
|
+ for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
|
|
|
+ aiBone *bone = new aiBone();
|
|
|
+
|
|
|
+ Ref<Node> joint = node.skin->jointNames[i];
|
|
|
+ if (!joint->name.empty()) {
|
|
|
+ bone->mName = joint->name;
|
|
|
+ } else {
|
|
|
+ // Assimp expects each bone to have a unique name.
|
|
|
+ static const std::string kDefaultName = "bone_";
|
|
|
+ char postfix[10] = { 0 };
|
|
|
+ ASSIMP_itoa10(postfix, i);
|
|
|
+ bone->mName = (kDefaultName + postfix);
|
|
|
+ }
|
|
|
+ GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
|
+
|
|
|
+ CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
|
|
|
+
|
|
|
+ std::vector<aiVertexWeight> &weights = weighting[i];
|
|
|
+
|
|
|
+ bone->mNumWeights = static_cast<uint32_t>(weights.size());
|
|
|
+ if (bone->mNumWeights > 0) {
|
|
|
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
|
+ memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
|
|
|
+ } else {
|
|
|
+ // Assimp expects all bones to have at least 1 weight.
|
|
|
+ bone->mWeights = new aiVertexWeight[1];
|
|
|
+ bone->mNumWeights = 1;
|
|
|
+ bone->mWeights->mVertexId = 0;
|
|
|
+ bone->mWeights->mWeight = 0.f;
|
|
|
+ }
|
|
|
+ mesh->mBones[i] = bone;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (pbindMatrices) {
|
|
|
+ delete[] pbindMatrices;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ int k = 0;
|
|
|
+ for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
|
|
|
+ ainode->mMeshes[k] = j;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (node.camera) {
|
|
|
+ pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (node.light) {
|
|
|
+ pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
|
|
|
+
|
|
|
+ //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
|
|
|
+ //it is added to meta data of parent node, because there is no other place to put it
|
|
|
+ if (node.light->range.isPresent) {
|
|
|
+ ainode->mMetaData = aiMetadata::Alloc(1);
|
|
|
+ ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return ainode;
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportNodes(glTF2::Asset& r)
|
|
|
-{
|
|
|
- if (!r.scene) return;
|
|
|
-
|
|
|
- std::vector< Ref<Node> > rootNodes = r.scene->nodes;
|
|
|
-
|
|
|
- // The root nodes
|
|
|
- unsigned int numRootNodes = unsigned(rootNodes.size());
|
|
|
- if (numRootNodes == 1) { // a single root node: use it
|
|
|
- mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
|
|
|
- }
|
|
|
- else if (numRootNodes > 1) { // more than one root node: create a fake root
|
|
|
- aiNode* root = new aiNode("ROOT");
|
|
|
- root->mChildren = new aiNode*[numRootNodes];
|
|
|
- for (unsigned int i = 0; i < numRootNodes; ++i) {
|
|
|
- aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
|
|
|
- node->mParent = root;
|
|
|
- root->mChildren[root->mNumChildren++] = node;
|
|
|
- }
|
|
|
- mScene->mRootNode = root;
|
|
|
- }
|
|
|
-
|
|
|
- //if (!mScene->mRootNode) {
|
|
|
- // mScene->mRootNode = new aiNode("EMPTY");
|
|
|
- //}
|
|
|
+void glTF2Importer::ImportNodes(glTF2::Asset &r) {
|
|
|
+ if (!r.scene) return;
|
|
|
+
|
|
|
+ std::vector<Ref<Node>> rootNodes = r.scene->nodes;
|
|
|
+
|
|
|
+ // The root nodes
|
|
|
+ unsigned int numRootNodes = unsigned(rootNodes.size());
|
|
|
+ if (numRootNodes == 1) { // a single root node: use it
|
|
|
+ mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
|
|
|
+ } else if (numRootNodes > 1) { // more than one root node: create a fake root
|
|
|
+ aiNode *root = new aiNode("ROOT");
|
|
|
+ root->mChildren = new aiNode *[numRootNodes];
|
|
|
+ for (unsigned int i = 0; i < numRootNodes; ++i) {
|
|
|
+ aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
|
|
|
+ node->mParent = root;
|
|
|
+ root->mChildren[root->mNumChildren++] = node;
|
|
|
+ }
|
|
|
+ mScene->mRootNode = root;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
struct AnimationSamplers {
|
|
|
- AnimationSamplers()
|
|
|
- : translation(nullptr)
|
|
|
- , rotation(nullptr)
|
|
|
- , scale(nullptr)
|
|
|
- , weight(nullptr) {
|
|
|
- // empty
|
|
|
- }
|
|
|
-
|
|
|
- Animation::Sampler* translation;
|
|
|
- Animation::Sampler* rotation;
|
|
|
- Animation::Sampler* scale;
|
|
|
- Animation::Sampler* weight;
|
|
|
+ AnimationSamplers() :
|
|
|
+ translation(nullptr),
|
|
|
+ rotation(nullptr),
|
|
|
+ scale(nullptr),
|
|
|
+ weight(nullptr) {
|
|
|
+ // empty
|
|
|
+ }
|
|
|
+
|
|
|
+ Animation::Sampler *translation;
|
|
|
+ Animation::Sampler *rotation;
|
|
|
+ Animation::Sampler *scale;
|
|
|
+ Animation::Sampler *weight;
|
|
|
};
|
|
|
|
|
|
-aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
|
|
|
-{
|
|
|
- aiNodeAnim* anim = new aiNodeAnim();
|
|
|
- anim->mNodeName = GetNodeName(node);
|
|
|
-
|
|
|
- static const float kMillisecondsFromSeconds = 1000.f;
|
|
|
-
|
|
|
- if (samplers.translation) {
|
|
|
- float* times = nullptr;
|
|
|
- samplers.translation->input->ExtractData(times);
|
|
|
- aiVector3D* values = nullptr;
|
|
|
- samplers.translation->output->ExtractData(values);
|
|
|
- anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
|
|
|
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
|
|
- for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
|
|
|
- anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
- anim->mPositionKeys[i].mValue = values[i];
|
|
|
- }
|
|
|
- delete[] times;
|
|
|
- delete[] values;
|
|
|
- } else if (node.translation.isPresent) {
|
|
|
- anim->mNumPositionKeys = 1;
|
|
|
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
|
|
- anim->mPositionKeys->mTime = 0.f;
|
|
|
- anim->mPositionKeys->mValue.x = node.translation.value[0];
|
|
|
- anim->mPositionKeys->mValue.y = node.translation.value[1];
|
|
|
- anim->mPositionKeys->mValue.z = node.translation.value[2];
|
|
|
- }
|
|
|
-
|
|
|
- if (samplers.rotation) {
|
|
|
- float* times = nullptr;
|
|
|
- samplers.rotation->input->ExtractData(times);
|
|
|
- aiQuaternion* values = nullptr;
|
|
|
- samplers.rotation->output->ExtractData(values);
|
|
|
- anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
|
|
|
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
|
|
- for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
|
|
- anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
- anim->mRotationKeys[i].mValue.x = values[i].w;
|
|
|
- anim->mRotationKeys[i].mValue.y = values[i].x;
|
|
|
- anim->mRotationKeys[i].mValue.z = values[i].y;
|
|
|
- anim->mRotationKeys[i].mValue.w = values[i].z;
|
|
|
- }
|
|
|
- delete[] times;
|
|
|
- delete[] values;
|
|
|
- } else if (node.rotation.isPresent) {
|
|
|
- anim->mNumRotationKeys = 1;
|
|
|
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
|
|
- anim->mRotationKeys->mTime = 0.f;
|
|
|
- anim->mRotationKeys->mValue.x = node.rotation.value[0];
|
|
|
- anim->mRotationKeys->mValue.y = node.rotation.value[1];
|
|
|
- anim->mRotationKeys->mValue.z = node.rotation.value[2];
|
|
|
- anim->mRotationKeys->mValue.w = node.rotation.value[3];
|
|
|
- }
|
|
|
-
|
|
|
- if (samplers.scale) {
|
|
|
- float* times = nullptr;
|
|
|
- samplers.scale->input->ExtractData(times);
|
|
|
- aiVector3D* values = nullptr;
|
|
|
- samplers.scale->output->ExtractData(values);
|
|
|
- anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
|
|
|
- anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
|
|
- for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
|
|
|
- anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
- anim->mScalingKeys[i].mValue = values[i];
|
|
|
- }
|
|
|
- delete[] times;
|
|
|
- delete[] values;
|
|
|
- } else if (node.scale.isPresent) {
|
|
|
- anim->mNumScalingKeys = 1;
|
|
|
- anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
|
|
- anim->mScalingKeys->mTime = 0.f;
|
|
|
- anim->mScalingKeys->mValue.x = node.scale.value[0];
|
|
|
- anim->mScalingKeys->mValue.y = node.scale.value[1];
|
|
|
- anim->mScalingKeys->mValue.z = node.scale.value[2];
|
|
|
- }
|
|
|
-
|
|
|
- return anim;
|
|
|
+aiNodeAnim *CreateNodeAnim(glTF2::Asset &r, Node &node, AnimationSamplers &samplers) {
|
|
|
+ aiNodeAnim *anim = new aiNodeAnim();
|
|
|
+ anim->mNodeName = GetNodeName(node);
|
|
|
+
|
|
|
+ static const float kMillisecondsFromSeconds = 1000.f;
|
|
|
+
|
|
|
+ if (samplers.translation) {
|
|
|
+ float *times = nullptr;
|
|
|
+ samplers.translation->input->ExtractData(times);
|
|
|
+ aiVector3D *values = nullptr;
|
|
|
+ samplers.translation->output->ExtractData(values);
|
|
|
+ anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
|
|
|
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
|
|
+ for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
|
|
|
+ anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
+ anim->mPositionKeys[i].mValue = values[i];
|
|
|
+ }
|
|
|
+ delete[] times;
|
|
|
+ delete[] values;
|
|
|
+ } else if (node.translation.isPresent) {
|
|
|
+ anim->mNumPositionKeys = 1;
|
|
|
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
|
|
+ anim->mPositionKeys->mTime = 0.f;
|
|
|
+ anim->mPositionKeys->mValue.x = node.translation.value[0];
|
|
|
+ anim->mPositionKeys->mValue.y = node.translation.value[1];
|
|
|
+ anim->mPositionKeys->mValue.z = node.translation.value[2];
|
|
|
+ }
|
|
|
+
|
|
|
+ if (samplers.rotation) {
|
|
|
+ float *times = nullptr;
|
|
|
+ samplers.rotation->input->ExtractData(times);
|
|
|
+ aiQuaternion *values = nullptr;
|
|
|
+ samplers.rotation->output->ExtractData(values);
|
|
|
+ anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
|
|
|
+ anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
|
|
+ for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
|
|
+ anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
+ anim->mRotationKeys[i].mValue.x = values[i].w;
|
|
|
+ anim->mRotationKeys[i].mValue.y = values[i].x;
|
|
|
+ anim->mRotationKeys[i].mValue.z = values[i].y;
|
|
|
+ anim->mRotationKeys[i].mValue.w = values[i].z;
|
|
|
+ }
|
|
|
+ delete[] times;
|
|
|
+ delete[] values;
|
|
|
+ } else if (node.rotation.isPresent) {
|
|
|
+ anim->mNumRotationKeys = 1;
|
|
|
+ anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
|
|
+ anim->mRotationKeys->mTime = 0.f;
|
|
|
+ anim->mRotationKeys->mValue.x = node.rotation.value[0];
|
|
|
+ anim->mRotationKeys->mValue.y = node.rotation.value[1];
|
|
|
+ anim->mRotationKeys->mValue.z = node.rotation.value[2];
|
|
|
+ anim->mRotationKeys->mValue.w = node.rotation.value[3];
|
|
|
+ }
|
|
|
+
|
|
|
+ if (samplers.scale) {
|
|
|
+ float *times = nullptr;
|
|
|
+ samplers.scale->input->ExtractData(times);
|
|
|
+ aiVector3D *values = nullptr;
|
|
|
+ samplers.scale->output->ExtractData(values);
|
|
|
+ anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
|
|
|
+ anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
|
|
+ for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
|
|
|
+ anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
+ anim->mScalingKeys[i].mValue = values[i];
|
|
|
+ }
|
|
|
+ delete[] times;
|
|
|
+ delete[] values;
|
|
|
+ } else if (node.scale.isPresent) {
|
|
|
+ anim->mNumScalingKeys = 1;
|
|
|
+ anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
|
|
+ anim->mScalingKeys->mTime = 0.f;
|
|
|
+ anim->mScalingKeys->mValue.x = node.scale.value[0];
|
|
|
+ anim->mScalingKeys->mValue.y = node.scale.value[1];
|
|
|
+ anim->mScalingKeys->mValue.z = node.scale.value[2];
|
|
|
+ }
|
|
|
+
|
|
|
+ return anim;
|
|
|
}
|
|
|
|
|
|
-aiMeshMorphAnim* CreateMeshMorphAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
|
|
|
-{
|
|
|
- aiMeshMorphAnim* anim = new aiMeshMorphAnim();
|
|
|
- anim->mName = GetNodeName(node);
|
|
|
-
|
|
|
- static const float kMillisecondsFromSeconds = 1000.f;
|
|
|
-
|
|
|
- if (nullptr != samplers.weight) {
|
|
|
- float* times = nullptr;
|
|
|
- samplers.weight->input->ExtractData(times);
|
|
|
- float* values = nullptr;
|
|
|
- samplers.weight->output->ExtractData(values);
|
|
|
- anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
|
|
|
-
|
|
|
- const unsigned int numMorphs = samplers.weight->output->count / anim->mNumKeys;
|
|
|
-
|
|
|
- anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
|
|
|
- unsigned int k = 0u;
|
|
|
- for (unsigned int i = 0u; i < anim->mNumKeys; ++i) {
|
|
|
- anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
- anim->mKeys[i].mNumValuesAndWeights = numMorphs;
|
|
|
- anim->mKeys[i].mValues = new unsigned int[numMorphs];
|
|
|
- anim->mKeys[i].mWeights = new double[numMorphs];
|
|
|
-
|
|
|
- for (unsigned int j = 0u; j < numMorphs; ++j, ++k) {
|
|
|
- anim->mKeys[i].mValues[j] = j;
|
|
|
- anim->mKeys[i].mWeights[j] = ( 0.f > values[k] ) ? 0.f : values[k];
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- delete[] times;
|
|
|
- delete[] values;
|
|
|
- }
|
|
|
-
|
|
|
- return anim;
|
|
|
+aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset &r, Node &node, AnimationSamplers &samplers) {
|
|
|
+ aiMeshMorphAnim *anim = new aiMeshMorphAnim();
|
|
|
+ anim->mName = GetNodeName(node);
|
|
|
+
|
|
|
+ static const float kMillisecondsFromSeconds = 1000.f;
|
|
|
+
|
|
|
+ if (nullptr != samplers.weight) {
|
|
|
+ float *times = nullptr;
|
|
|
+ samplers.weight->input->ExtractData(times);
|
|
|
+ float *values = nullptr;
|
|
|
+ samplers.weight->output->ExtractData(values);
|
|
|
+ anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
|
|
|
+
|
|
|
+ const unsigned int numMorphs = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
|
|
|
+
|
|
|
+ anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
|
|
|
+ unsigned int k = 0u;
|
|
|
+ for (unsigned int i = 0u; i < anim->mNumKeys; ++i) {
|
|
|
+ anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
|
+ anim->mKeys[i].mNumValuesAndWeights = numMorphs;
|
|
|
+ anim->mKeys[i].mValues = new unsigned int[numMorphs];
|
|
|
+ anim->mKeys[i].mWeights = new double[numMorphs];
|
|
|
+
|
|
|
+ for (unsigned int j = 0u; j < numMorphs; ++j, ++k) {
|
|
|
+ anim->mKeys[i].mValues[j] = j;
|
|
|
+ anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ delete[] times;
|
|
|
+ delete[] values;
|
|
|
+ }
|
|
|
+
|
|
|
+ return anim;
|
|
|
}
|
|
|
|
|
|
-std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
|
|
|
-{
|
|
|
- std::unordered_map<unsigned int, AnimationSamplers> samplers;
|
|
|
- for (unsigned int c = 0; c < anim.channels.size(); ++c) {
|
|
|
- Animation::Channel& channel = anim.channels[c];
|
|
|
- if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- const unsigned int node_index = channel.target.node.GetIndex();
|
|
|
-
|
|
|
- AnimationSamplers& sampler = samplers[node_index];
|
|
|
- if (channel.target.path == AnimationPath_TRANSLATION) {
|
|
|
- sampler.translation = &anim.samplers[channel.sampler];
|
|
|
- } else if (channel.target.path == AnimationPath_ROTATION) {
|
|
|
- sampler.rotation = &anim.samplers[channel.sampler];
|
|
|
- } else if (channel.target.path == AnimationPath_SCALE) {
|
|
|
- sampler.scale = &anim.samplers[channel.sampler];
|
|
|
- } else if (channel.target.path == AnimationPath_WEIGHTS) {
|
|
|
- sampler.weight = &anim.samplers[channel.sampler];
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return samplers;
|
|
|
+std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
|
|
|
+ std::unordered_map<unsigned int, AnimationSamplers> samplers;
|
|
|
+ for (unsigned int c = 0; c < anim.channels.size(); ++c) {
|
|
|
+ Animation::Channel &channel = anim.channels[c];
|
|
|
+ if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ const unsigned int node_index = channel.target.node.GetIndex();
|
|
|
+
|
|
|
+ AnimationSamplers &sampler = samplers[node_index];
|
|
|
+ if (channel.target.path == AnimationPath_TRANSLATION) {
|
|
|
+ sampler.translation = &anim.samplers[channel.sampler];
|
|
|
+ } else if (channel.target.path == AnimationPath_ROTATION) {
|
|
|
+ sampler.rotation = &anim.samplers[channel.sampler];
|
|
|
+ } else if (channel.target.path == AnimationPath_SCALE) {
|
|
|
+ sampler.scale = &anim.samplers[channel.sampler];
|
|
|
+ } else if (channel.target.path == AnimationPath_WEIGHTS) {
|
|
|
+ sampler.weight = &anim.samplers[channel.sampler];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return samplers;
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportAnimations(glTF2::Asset& r)
|
|
|
-{
|
|
|
- if (!r.scene) return;
|
|
|
-
|
|
|
- mScene->mNumAnimations = r.animations.Size();
|
|
|
- if (mScene->mNumAnimations == 0) {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- mScene->mAnimations = new aiAnimation*[mScene->mNumAnimations];
|
|
|
- for (unsigned int i = 0; i < r.animations.Size(); ++i) {
|
|
|
- Animation& anim = r.animations[i];
|
|
|
-
|
|
|
- aiAnimation* ai_anim = new aiAnimation();
|
|
|
- ai_anim->mName = anim.name;
|
|
|
- ai_anim->mDuration = 0;
|
|
|
- ai_anim->mTicksPerSecond = 0;
|
|
|
-
|
|
|
- std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
|
|
|
-
|
|
|
- uint32_t numChannels = 0u;
|
|
|
- uint32_t numMorphMeshChannels = 0u;
|
|
|
-
|
|
|
- for (auto& iter : samplers) {
|
|
|
- if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
|
|
- ++numChannels;
|
|
|
- }
|
|
|
- if (nullptr != iter.second.weight) {
|
|
|
- ++numMorphMeshChannels;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- ai_anim->mNumChannels = numChannels;
|
|
|
- if (ai_anim->mNumChannels > 0) {
|
|
|
- ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
|
|
|
- int j = 0;
|
|
|
- for (auto& iter : samplers) {
|
|
|
- if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
|
|
- ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
|
|
|
- ++j;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
|
|
|
- if (ai_anim->mNumMorphMeshChannels > 0) {
|
|
|
- ai_anim->mMorphMeshChannels = new aiMeshMorphAnim*[ai_anim->mNumMorphMeshChannels];
|
|
|
- int j = 0;
|
|
|
- for (auto& iter : samplers) {
|
|
|
- if (nullptr != iter.second.weight) {
|
|
|
- ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second);
|
|
|
- ++j;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Use the latest keyframe for the duration of the animation
|
|
|
- double maxDuration = 0;
|
|
|
- unsigned int maxNumberOfKeys = 0;
|
|
|
- for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) {
|
|
|
- auto chan = ai_anim->mChannels[j];
|
|
|
- if (chan->mNumPositionKeys) {
|
|
|
- auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1];
|
|
|
- if (lastPosKey.mTime > maxDuration) {
|
|
|
- maxDuration = lastPosKey.mTime;
|
|
|
- }
|
|
|
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys);
|
|
|
- }
|
|
|
- if (chan->mNumRotationKeys) {
|
|
|
- auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1];
|
|
|
- if (lastRotKey.mTime > maxDuration) {
|
|
|
- maxDuration = lastRotKey.mTime;
|
|
|
- }
|
|
|
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys);
|
|
|
- }
|
|
|
- if (chan->mNumScalingKeys) {
|
|
|
- auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1];
|
|
|
- if (lastScaleKey.mTime > maxDuration) {
|
|
|
- maxDuration = lastScaleKey.mTime;
|
|
|
- }
|
|
|
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) {
|
|
|
- const auto* const chan = ai_anim->mMorphMeshChannels[j];
|
|
|
-
|
|
|
- if (0u != chan->mNumKeys) {
|
|
|
- const auto& lastKey = chan->mKeys[chan->mNumKeys - 1u];
|
|
|
- if (lastKey.mTime > maxDuration) {
|
|
|
- maxDuration = lastKey.mTime;
|
|
|
- }
|
|
|
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- ai_anim->mDuration = maxDuration;
|
|
|
- ai_anim->mTicksPerSecond = 1000.0;
|
|
|
-
|
|
|
- mScene->mAnimations[i] = ai_anim;
|
|
|
- }
|
|
|
+void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
|
|
|
+ if (!r.scene) return;
|
|
|
+
|
|
|
+ mScene->mNumAnimations = r.animations.Size();
|
|
|
+ if (mScene->mNumAnimations == 0) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations];
|
|
|
+ for (unsigned int i = 0; i < r.animations.Size(); ++i) {
|
|
|
+ Animation &anim = r.animations[i];
|
|
|
+
|
|
|
+ aiAnimation *ai_anim = new aiAnimation();
|
|
|
+ ai_anim->mName = anim.name;
|
|
|
+ ai_anim->mDuration = 0;
|
|
|
+ ai_anim->mTicksPerSecond = 0;
|
|
|
+
|
|
|
+ std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
|
|
|
+
|
|
|
+ uint32_t numChannels = 0u;
|
|
|
+ uint32_t numMorphMeshChannels = 0u;
|
|
|
+
|
|
|
+ for (auto &iter : samplers) {
|
|
|
+ if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
|
|
+ ++numChannels;
|
|
|
+ }
|
|
|
+ if (nullptr != iter.second.weight) {
|
|
|
+ ++numMorphMeshChannels;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ai_anim->mNumChannels = numChannels;
|
|
|
+ if (ai_anim->mNumChannels > 0) {
|
|
|
+ ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
|
|
|
+ int j = 0;
|
|
|
+ for (auto &iter : samplers) {
|
|
|
+ if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
|
|
+ ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
|
|
|
+ ++j;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
|
|
|
+ if (ai_anim->mNumMorphMeshChannels > 0) {
|
|
|
+ ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
|
|
|
+ int j = 0;
|
|
|
+ for (auto &iter : samplers) {
|
|
|
+ if (nullptr != iter.second.weight) {
|
|
|
+ ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second);
|
|
|
+ ++j;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Use the latest keyframe for the duration of the animation
|
|
|
+ double maxDuration = 0;
|
|
|
+ unsigned int maxNumberOfKeys = 0;
|
|
|
+ for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) {
|
|
|
+ auto chan = ai_anim->mChannels[j];
|
|
|
+ if (chan->mNumPositionKeys) {
|
|
|
+ auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1];
|
|
|
+ if (lastPosKey.mTime > maxDuration) {
|
|
|
+ maxDuration = lastPosKey.mTime;
|
|
|
+ }
|
|
|
+ maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys);
|
|
|
+ }
|
|
|
+ if (chan->mNumRotationKeys) {
|
|
|
+ auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1];
|
|
|
+ if (lastRotKey.mTime > maxDuration) {
|
|
|
+ maxDuration = lastRotKey.mTime;
|
|
|
+ }
|
|
|
+ maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys);
|
|
|
+ }
|
|
|
+ if (chan->mNumScalingKeys) {
|
|
|
+ auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1];
|
|
|
+ if (lastScaleKey.mTime > maxDuration) {
|
|
|
+ maxDuration = lastScaleKey.mTime;
|
|
|
+ }
|
|
|
+ maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) {
|
|
|
+ const auto *const chan = ai_anim->mMorphMeshChannels[j];
|
|
|
+
|
|
|
+ if (0u != chan->mNumKeys) {
|
|
|
+ const auto &lastKey = chan->mKeys[chan->mNumKeys - 1u];
|
|
|
+ if (lastKey.mTime > maxDuration) {
|
|
|
+ maxDuration = lastKey.mTime;
|
|
|
+ }
|
|
|
+ maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ai_anim->mDuration = maxDuration;
|
|
|
+ ai_anim->mTicksPerSecond = 1000.0;
|
|
|
+
|
|
|
+ mScene->mAnimations[i] = ai_anim;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
|
|
|
-{
|
|
|
- embeddedTexIdxs.resize(r.images.Size(), -1);
|
|
|
+void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
|
|
+ embeddedTexIdxs.resize(r.images.Size(), -1);
|
|
|
|
|
|
- int numEmbeddedTexs = 0;
|
|
|
- for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
- if (r.images[i].HasData())
|
|
|
- numEmbeddedTexs += 1;
|
|
|
- }
|
|
|
+ int numEmbeddedTexs = 0;
|
|
|
+ for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
+ if (r.images[i].HasData())
|
|
|
+ numEmbeddedTexs += 1;
|
|
|
+ }
|
|
|
|
|
|
- if (numEmbeddedTexs == 0)
|
|
|
- return;
|
|
|
+ if (numEmbeddedTexs == 0)
|
|
|
+ return;
|
|
|
|
|
|
- mScene->mTextures = new aiTexture*[numEmbeddedTexs];
|
|
|
+ mScene->mTextures = new aiTexture *[numEmbeddedTexs];
|
|
|
|
|
|
- // Add the embedded textures
|
|
|
- for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
- Image &img = r.images[i];
|
|
|
- if (!img.HasData()) continue;
|
|
|
+ // Add the embedded textures
|
|
|
+ for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
+ Image &img = r.images[i];
|
|
|
+ if (!img.HasData()) continue;
|
|
|
|
|
|
- int idx = mScene->mNumTextures++;
|
|
|
- embeddedTexIdxs[i] = idx;
|
|
|
+ int idx = mScene->mNumTextures++;
|
|
|
+ embeddedTexIdxs[i] = idx;
|
|
|
|
|
|
- aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
|
|
|
+ aiTexture *tex = mScene->mTextures[idx] = new aiTexture();
|
|
|
|
|
|
- size_t length = img.GetDataLength();
|
|
|
- void* data = img.StealData();
|
|
|
+ size_t length = img.GetDataLength();
|
|
|
+ void *data = img.StealData();
|
|
|
|
|
|
- tex->mWidth = static_cast<unsigned int>(length);
|
|
|
- tex->mHeight = 0;
|
|
|
- tex->pcData = reinterpret_cast<aiTexel*>(data);
|
|
|
+ tex->mWidth = static_cast<unsigned int>(length);
|
|
|
+ tex->mHeight = 0;
|
|
|
+ tex->pcData = reinterpret_cast<aiTexel *>(data);
|
|
|
|
|
|
- if (!img.mimeType.empty()) {
|
|
|
- const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
|
|
|
- if (ext) {
|
|
|
- if (strcmp(ext, "jpeg") == 0) ext = "jpg";
|
|
|
+ if (!img.mimeType.empty()) {
|
|
|
+ const char *ext = strchr(img.mimeType.c_str(), '/') + 1;
|
|
|
+ if (ext) {
|
|
|
+ if (strcmp(ext, "jpeg") == 0) ext = "jpg";
|
|
|
|
|
|
- size_t len = strlen(ext);
|
|
|
- if (len <= 3) {
|
|
|
- strcpy(tex->achFormatHint, ext);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+ size_t len = strlen(ext);
|
|
|
+ if (len <= 3) {
|
|
|
+ strcpy(tex->achFormatHint, ext);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
-void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
|
|
-{
|
|
|
- // clean all member arrays
|
|
|
- meshOffsets.clear();
|
|
|
- embeddedTexIdxs.clear();
|
|
|
+void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
|
|
|
+ // clean all member arrays
|
|
|
+ meshOffsets.clear();
|
|
|
+ embeddedTexIdxs.clear();
|
|
|
|
|
|
- this->mScene = pScene;
|
|
|
+ this->mScene = pScene;
|
|
|
|
|
|
- // read the asset file
|
|
|
- glTF2::Asset asset(pIOHandler);
|
|
|
- asset.Load(pFile, GetExtension(pFile) == "glb");
|
|
|
+ // read the asset file
|
|
|
+ glTF2::Asset asset(pIOHandler);
|
|
|
+ asset.Load(pFile, GetExtension(pFile) == "glb");
|
|
|
|
|
|
- //
|
|
|
- // Copy the data out
|
|
|
- //
|
|
|
+ //
|
|
|
+ // Copy the data out
|
|
|
+ //
|
|
|
|
|
|
- ImportEmbeddedTextures(asset);
|
|
|
- ImportMaterials(asset);
|
|
|
+ ImportEmbeddedTextures(asset);
|
|
|
+ ImportMaterials(asset);
|
|
|
|
|
|
- ImportMeshes(asset);
|
|
|
+ ImportMeshes(asset);
|
|
|
|
|
|
- ImportCameras(asset);
|
|
|
- ImportLights(asset);
|
|
|
+ ImportCameras(asset);
|
|
|
+ ImportLights(asset);
|
|
|
|
|
|
- ImportNodes(asset);
|
|
|
+ ImportNodes(asset);
|
|
|
|
|
|
- ImportAnimations(asset);
|
|
|
+ ImportAnimations(asset);
|
|
|
|
|
|
- if (pScene->mNumMeshes == 0) {
|
|
|
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
- }
|
|
|
+ if (pScene->mNumMeshes == 0) {
|
|
|
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|
-
|