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@@ -0,0 +1,680 @@
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+/*
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+Open Asset Import Library (assimp)
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+----------------------------------------------------------------------
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+
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+Copyright (c) 2006-2017, assimp team
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the
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+following conditions are met:
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+
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+* Redistributions of source code must retain the above
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+copyright notice, this list of conditions and the
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+following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+copyright notice, this list of conditions and the
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+following disclaimer in the documentation and/or other
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+materials provided with the distribution.
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+
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+* Neither the name of the assimp team, nor the names of its
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+contributors may be used to endorse or promote products
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+derived from this software without specific prior
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+written permission of the assimp team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+
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+----------------------------------------------------------------------
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+*/
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+
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+#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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+
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+#include "glTF2Importer.h"
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+#include "StringComparison.h"
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+#include "StringUtils.h"
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+
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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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+
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+#include <memory>
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+
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+#include "MakeVerboseFormat.h"
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+
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+#include "glTF2Asset.h"
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+// This is included here so WriteLazyDict<T>'s definition is found.
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+#include "glTF2AssetWriter.h"
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+
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+using namespace Assimp;
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+using namespace glTF2;
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+
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+
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+//
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+// glTF2Importer
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+//
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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_SupportCompressedFlavour
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+ | 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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+
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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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+
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+glTF2Importer::~glTF2Importer() {
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+ // empty
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+}
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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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+}
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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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+
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+ if (extension == "gltf" || extension == "glb")
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+ return true;
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+
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+ if ((checkSig || !extension.length()) && pIOHandler) {
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+ char buffer[4];
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+
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+ std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile));
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+ if (pStream && pStream->Read(buffer, sizeof(buffer), 1) == 1) {
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+ if (memcmp(buffer, AI_GLB_MAGIC_NUMBER, sizeof(buffer)) == 0) {
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+ return true; // Has GLB header
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+ }
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+ else if (memcmp(buffer, "{\r\n ", sizeof(buffer)) == 0
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+ || memcmp(buffer, "{\n ", sizeof(buffer)) == 0) {
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+ // seems a JSON file, and we're the only format that can read them
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+ return true;
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+ }
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+ }
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+ }
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+
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+ return false;
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+}
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+
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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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+//{
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+// out.r = v[0]; out.g = v[1]; out.b = v[2];
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+//}
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+
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+static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
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+{
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+ out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
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+}
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+
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+static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
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+{
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+ out.r = v[0]; out.g = v[1]; out.b = v[2];
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+}
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+
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+static void CopyValue(const glTF2::vec3& v, aiVector3D& out)
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+{
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+ out.x = v[0]; out.y = v[1]; out.z = v[2];
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+}
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+
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+static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
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+{
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+ out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
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+}
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+
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+static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
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+{
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+ o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
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+ o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
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+ o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
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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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+
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+inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::TexProperty prop, aiMaterial* mat,
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+ aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx)
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+{
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+ if (prop.texture) {
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+ if (prop.texture->source) {
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+ aiString uri(prop.texture->source->uri);
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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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+
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+ mat->AddProperty(&uri, _AI_MATKEY_TEXTURE_BASE, texType, 0);
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+ }
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+ }
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+ else {
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+ aiColor4D col;
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+ CopyValue(prop.color, col);
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+ mat->AddProperty(&col, 1, pKey, type, idx);
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+ }
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+}
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+
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+void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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+{
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+ mScene->mNumMaterials = unsigned(r.materials.Size());
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+ mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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+
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+ for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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+ aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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+
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+ Material& mat = r.materials[i];
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+
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+ /*if (!mat.name.empty())*/ {
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+ aiString str(mat.id /*mat.name*/);
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+ aimat->AddProperty(&str, AI_MATKEY_NAME);
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+ }
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+
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+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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+
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+ if (mat.shininess > 0.f) {
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+ aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
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+ }
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+ }
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+}
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+
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+
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+static inline void SetFace(aiFace& face, int a)
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+{
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+ face.mNumIndices = 1;
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+ face.mIndices = new unsigned int[1];
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+ face.mIndices[0] = a;
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+}
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+
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+static inline void SetFace(aiFace& face, int a, int b)
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+{
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+ face.mNumIndices = 2;
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+ face.mIndices = new unsigned int[2];
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+ face.mIndices[0] = a;
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+ face.mIndices[1] = b;
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+}
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+
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+static inline void SetFace(aiFace& face, int a, int b, int c)
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+{
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+ face.mNumIndices = 3;
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+ face.mIndices = new unsigned int[3];
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+ face.mIndices[0] = a;
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+ face.mIndices[1] = b;
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+ face.mIndices[2] = c;
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+}
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+
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+static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
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+{
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+ for (unsigned i = 0; i < nFaces; ++i) {
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+ for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
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+ unsigned idx = faces[i].mIndices[j];
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+ if (idx >= nVerts)
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+ return false;
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+ }
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+ }
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+ return true;
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+}
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+
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+void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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+{
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+ std::vector<aiMesh*> meshes;
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+
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+ unsigned int k = 0;
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+
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+ for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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+ Mesh& mesh = r.meshes[m];
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+
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+ // Check if mesh extensions is used
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+ if(mesh.Extension.size() > 0)
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+ {
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+ for(Mesh::SExtension* cur_ext : mesh.Extension)
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+ {
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+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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+ if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
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+ {
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+ // Limitations for meshes when using Open3DGC-compression.
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+ // It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
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+ // Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
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+ // point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
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+ // is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
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+ // Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
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+ // Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
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+ // of primitive must point to one continuous region of the buffer.
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+ if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
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+
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+ Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
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+ Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
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+
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+ buf->EncodedRegion_SetCurrent(mesh.id);
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+ }
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+ else
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+#endif
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+ {
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+ throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
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+ "\"), only Open3DGC is supported.");
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+ }
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+ }
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+ }// if(mesh.Extension.size() > 0)
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+
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+ meshOffsets.push_back(k);
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+ k += unsigned(mesh.primitives.size());
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+
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+ for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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+ Mesh::Primitive& prim = mesh.primitives[p];
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+
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+ aiMesh* aim = new aiMesh();
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+ meshes.push_back(aim);
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+
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+ aim->mName = mesh.id;
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+ if (mesh.primitives.size() > 1) {
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+ size_t& len = aim->mName.length;
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+ aim->mName.data[len] = '-';
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+ len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
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+ }
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+
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+ switch (prim.mode) {
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+ case PrimitiveMode_POINTS:
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+ aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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+ break;
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+
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+ case PrimitiveMode_LINES:
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+ case PrimitiveMode_LINE_LOOP:
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+ case PrimitiveMode_LINE_STRIP:
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+ aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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+ break;
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+
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+ case PrimitiveMode_TRIANGLES:
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+ case PrimitiveMode_TRIANGLE_STRIP:
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+ case PrimitiveMode_TRIANGLE_FAN:
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+ aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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+ break;
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+ }
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+
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+ Mesh::Primitive::Attributes& attr = prim.attributes;
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+
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+ if (attr.position.size() > 0 && attr.position[0]) {
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+ aim->mNumVertices = attr.position[0]->count;
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+ attr.position[0]->ExtractData(aim->mVertices);
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+ }
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+
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+ if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
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+
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+ for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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+ attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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+ aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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+
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+ aiVector3D* values = aim->mTextureCoords[tc];
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|
|
+ for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
|
|
+ values[i].y = 1 - values[i].y; // Flip Y coords
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ if (prim.indices) {
|
|
|
|
+ aiFace* faces = 0;
|
|
|
|
+ unsigned int nFaces = 0;
|
|
|
|
+
|
|
|
|
+ unsigned int 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;
|
|
|
|
+ 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;
|
|
|
|
+ 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];
|
|
|
|
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
|
|
|
+ for (unsigned int i = 3; i < count; ++i) {
|
|
|
|
+ SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
|
|
|
|
+ }
|
|
|
|
+ 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 = 3; i < count; ++i) {
|
|
|
|
+ SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (faces) {
|
|
|
|
+ aim->mFaces = faces;
|
|
|
|
+ aim->mNumFaces = nFaces;
|
|
|
|
+ ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ if (prim.material) {
|
|
|
|
+ aim->mMaterialIndex = prim.material.GetIndex();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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();
|
|
|
|
+
|
|
|
|
+ if (cam.type == Camera::Perspective) {
|
|
|
|
+
|
|
|
|
+ aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
|
|
|
+ aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * aicam->mAspect;
|
|
|
|
+ aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar;
|
|
|
|
+ aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ // assimp does not support orthographic cameras
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+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& l = r.lights[i];
|
|
|
|
+
|
|
|
|
+ aiLight* ail = mScene->mLights[i] = new aiLight();
|
|
|
|
+
|
|
|
|
+ switch (l.type) {
|
|
|
|
+ case Light::Type_directional:
|
|
|
|
+ ail->mType = aiLightSource_DIRECTIONAL; break;
|
|
|
|
+
|
|
|
|
+ case Light::Type_spot:
|
|
|
|
+ ail->mType = aiLightSource_SPOT; break;
|
|
|
|
+
|
|
|
|
+ case Light::Type_ambient:
|
|
|
|
+ ail->mType = aiLightSource_AMBIENT; break;
|
|
|
|
+
|
|
|
|
+ default: // Light::Type_point
|
|
|
|
+ ail->mType = aiLightSource_POINT; break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ CopyValue(l.color, ail->mColorAmbient);
|
|
|
|
+ CopyValue(l.color, ail->mColorDiffuse);
|
|
|
|
+ CopyValue(l.color, ail->mColorSpecular);
|
|
|
|
+
|
|
|
|
+ ail->mAngleOuterCone = l.falloffAngle;
|
|
|
|
+ ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
|
|
|
|
+
|
|
|
|
+ ail->mAttenuationConstant = l.constantAttenuation;
|
|
|
|
+ ail->mAttenuationLinear = l.linearAttenuation;
|
|
|
|
+ ail->mAttenuationQuadratic = l.quadraticAttenuation;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
|
|
|
|
+{
|
|
|
|
+ Node& node = *ptr;
|
|
|
|
+
|
|
|
|
+ aiNode* ainode = new aiNode(node.id);
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ aiMatrix4x4& matrix = ainode->mTransformation;
|
|
|
|
+ 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 = t * matrix;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (node.scale.isPresent) {
|
|
|
|
+ aiVector3D scal(1.f);
|
|
|
|
+ CopyValue(node.scale.value, scal);
|
|
|
|
+ aiMatrix4x4 s;
|
|
|
|
+ aiMatrix4x4::Scaling(scal, s);
|
|
|
|
+ matrix = s * matrix;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ if (node.rotation.isPresent) {
|
|
|
|
+ aiQuaternion rot;
|
|
|
|
+ CopyValue(node.rotation.value, rot);
|
|
|
|
+ matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!node.meshes.empty()) {
|
|
|
|
+ int count = 0;
|
|
|
|
+ for (size_t i = 0; i < node.meshes.size(); ++i) {
|
|
|
|
+ int idx = node.meshes[i].GetIndex();
|
|
|
|
+ count += meshOffsets[idx + 1] - meshOffsets[idx];
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ ainode->mNumMeshes = count;
|
|
|
|
+ ainode->mMeshes = new unsigned int[count];
|
|
|
|
+
|
|
|
|
+ int k = 0;
|
|
|
|
+ for (size_t i = 0; i < node.meshes.size(); ++i) {
|
|
|
|
+ int idx = node.meshes[i].GetIndex();
|
|
|
|
+ for (unsigned int j = meshOffsets[idx]; j < meshOffsets[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;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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::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;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (numEmbeddedTexs == 0)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ int idx = mScene->mNumTextures++;
|
|
|
|
+ embeddedTexIdxs[i] = idx;
|
|
|
|
+
|
|
|
|
+ aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
|
|
|
|
+
|
|
|
|
+ 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);
|
|
|
|
+
|
|
|
|
+ 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);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
|
|
|
|
+
|
|
|
|
+ this->mScene = pScene;
|
|
|
|
+
|
|
|
|
+ // read the asset file
|
|
|
|
+ glTF2::Asset asset(pIOHandler);
|
|
|
|
+ asset.Load(pFile, GetExtension(pFile) == "glb");
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
+ // Copy the data out
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ ImportEmbeddedTextures(asset);
|
|
|
|
+ ImportMaterials(asset);
|
|
|
|
+
|
|
|
|
+ ImportMeshes(asset);
|
|
|
|
+
|
|
|
|
+ ImportCameras(asset);
|
|
|
|
+ ImportLights(asset);
|
|
|
|
+
|
|
|
|
+ ImportNodes(asset);
|
|
|
|
+
|
|
|
|
+ // TODO: it does not split the loaded vertices, should it?
|
|
|
|
+ //pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
|
|
+ MakeVerboseFormatProcess process;
|
|
|
|
+ process.Execute(pScene);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ if (pScene->mNumMeshes == 0) {
|
|
|
|
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|
|
+
|