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Added mName to aiScene. Primarily to provide access to the "name" member of glTF2 scenes.

Evangel 4 years ago
parent
commit
67abcb10ba

+ 1 - 0
code/AssetLib/glTF2/glTF2Asset.h

@@ -863,6 +863,7 @@ struct Sampler : public Object {
 };
 
 struct Scene : public Object {
+    std::string name;
     std::vector<Ref<Node>> nodes;
 
     Scene() {}

+ 5 - 0
code/AssetLib/glTF2/glTF2Asset.inl

@@ -1400,6 +1400,11 @@ inline void Node::Read(Value &obj, Asset &r) {
 }
 
 inline void Scene::Read(Value &obj, Asset &r) {
+    if (Value *name = FindString(obj, "name")) {
+        if (name->IsString()) {
+            this->name = name->GetString();
+        }
+    }
     if (Value *array = FindArray(obj, "nodes")) {
         for (unsigned int i = 0; i < array->Size(); ++i) {
             if (!(*array)[i].IsUint()) continue;

+ 1 - 0
code/AssetLib/glTF2/glTF2Importer.cpp

@@ -1386,6 +1386,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
     // read the asset file
     glTF2::Asset asset(pIOHandler);
     asset.Load(pFile, GetExtension(pFile) == "glb");
+    pScene->mName = asset.scene->name;
 
     //
     // Copy the data out

+ 5 - 2
include/assimp/scene.h

@@ -335,12 +335,15 @@ struct aiScene
     /**
      *  @brief  The global metadata assigned to the scene itself.
      *
-     *  This data contains global metadata which belongs to the scene like 
-     *  unit-conversions, versions, vendors or other model-specific data. This 
+     *  This data contains global metadata which belongs to the scene like
+     *  unit-conversions, versions, vendors or other model-specific data. This
      *  can be used to store format-specific metadata as well.
      */
     C_STRUCT aiMetadata* mMetaData;
 
+    /** The name of the scene itself.
+     */
+    C_STRUCT aiString mName;
 
 #ifdef __cplusplus