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Merge branch 'master' into master

Adrian Iusca 5 years ago
parent
commit
d662b25b17

+ 1 - 0
code/glTF/glTFAsset.h

@@ -191,6 +191,7 @@ namespace glTF
     //! Values for the BufferView::target field
     enum BufferViewTarget
     {
+        BufferViewTarget_NONE = 0,
         BufferViewTarget_ARRAY_BUFFER = 34962,
         BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
     };

+ 3 - 1
code/glTF/glTFAssetWriter.inl

@@ -203,7 +203,9 @@ namespace glTF {
         obj.AddMember("buffer", Value(bv.buffer->id, w.mAl).Move(), w.mAl);
         obj.AddMember("byteOffset", static_cast<uint64_t>(bv.byteOffset), w.mAl);
         obj.AddMember("byteLength", static_cast<uint64_t>(bv.byteLength), w.mAl);
-        obj.AddMember("target", int(bv.target), w.mAl);
+        if (bv.target != BufferViewTarget_NONE) {
+            obj.AddMember("target", int(bv.target), w.mAl);
+        }
     }
 
     inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)

+ 8 - 12
code/glTF/glTFExporter.cpp

@@ -160,10 +160,7 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
 
 static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
 {
-    o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
-    o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
-    o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
-    o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
+    memcpy(&o, &v, sizeof(aiMatrix4x4));
 }
 
 static void IdentityMatrix4(glTF::mat4& o)
@@ -230,9 +227,8 @@ inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* da
 	}
 }
 
-inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
-    unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
-{
+inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
+        unsigned int count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) {
     if (!count || !data) return Ref<Accessor>();
 
     unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
@@ -251,7 +247,7 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
     bv->buffer = buffer;
     bv->byteOffset = unsigned(offset);
     bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
-    bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
+    bv->target = target;
 
     // accessor
     Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
@@ -616,13 +612,13 @@ void glTFExporter::ExportMeshes()
 		// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
 		if(comp_allow) idx_srcdata_begin = b->byteLength;
 
-        Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+        Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 		if (v) p.attributes.position.push_back(v);
 
 		/******************** Normals ********************/
 		if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
 
-		Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+		Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 		if (n) p.attributes.normal.push_back(n);
 
 		/************** Texture coordinates **************/
@@ -639,7 +635,7 @@ void glTFExporter::ExportMeshes()
 
 				if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
 
-				Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
+				Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 				if (tc) p.attributes.texcoord.push_back(tc);
 			}
 		}
@@ -657,7 +653,7 @@ void glTFExporter::ExportMeshes()
                 }
             }
 
-			p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
+			p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
 		}
 
         switch (aim->mPrimitiveTypes) {

+ 1 - 0
code/glTF2/glTF2Asset.h

@@ -198,6 +198,7 @@ namespace glTF2
     //! Values for the BufferView::target field
     enum BufferViewTarget
     {
+        BufferViewTarget_NONE = 0,
         BufferViewTarget_ARRAY_BUFFER = 34962,
         BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
     };

+ 4 - 4
code/glTF2/glTF2AssetWriter.inl

@@ -176,13 +176,13 @@ namespace glTF2 {
                 valSampler.AddMember("input", s.input->index, w.mAl);
                 switch (s.interpolation) {
                     case Interpolation_LINEAR:
-                        valSampler.AddMember("path", "LINEAR", w.mAl);
+                        valSampler.AddMember("interpolation", "LINEAR", w.mAl);
                         break;
                     case Interpolation_STEP:
-                        valSampler.AddMember("path", "STEP", w.mAl);
+                        valSampler.AddMember("interpolation", "STEP", w.mAl);
                         break;
                     case Interpolation_CUBICSPLINE:
-                        valSampler.AddMember("path", "CUBICSPLINE", w.mAl);
+                        valSampler.AddMember("interpolation", "CUBICSPLINE", w.mAl);
                         break;
                 }
                 valSampler.AddMember("output", s.output->index, w.mAl);
@@ -209,7 +209,7 @@ namespace glTF2 {
         if (bv.byteStride != 0) {
             obj.AddMember("byteStride", bv.byteStride, w.mAl);
         }
-        if (bv.target != 0) {
+        if (bv.target != BufferViewTarget_NONE) {
             obj.AddMember("target", int(bv.target), w.mAl);
         }
     }

+ 29 - 13
code/glTF2/glTF2Exporter.cpp

@@ -141,10 +141,7 @@ static void CopyValue(const aiMatrix4x4& v, mat4& o) {
 }
 
 static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o) {
-    o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
-    o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
-    o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
-    o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
+    memcpy(&o, &v, sizeof(aiMatrix4x4));
 }
 
 static void IdentityMatrix4(mat4& o) {
@@ -211,7 +208,7 @@ inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* da
 }
 
 inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
-    size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
+    size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE)
 {
     if (!count || !data) {
         return Ref<Accessor>();
@@ -234,7 +231,7 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
     bv->byteOffset = offset;
     bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
     bv->byteStride = 0;
-    bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
+    bv->target = target;
 
     // accessor
     Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
@@ -747,7 +744,7 @@ void glTF2Exporter::ExportMeshes()
         p.material = mAsset->materials.Get(aim->mMaterialIndex);
 
 		/******************* Vertices ********************/
-        Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+		Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 		if (v) p.attributes.position.push_back(v);
 
 		/******************** Normals ********************/
@@ -758,7 +755,7 @@ void glTF2Exporter::ExportMeshes()
             }
         }
 
-		Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+		Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
         if (n) p.attributes.normal.push_back(n);
 
 		/************** Texture coordinates **************/
@@ -776,14 +773,14 @@ void glTF2Exporter::ExportMeshes()
             if (aim->mNumUVComponents[i] > 0) {
                 AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
 
-				Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
+				Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 				if (tc) p.attributes.texcoord.push_back(tc);
 			}
 		}
 
 		/*************** Vertex colors ****************/
 		for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
-			Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, false);
+			Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
 			if (c)
 				p.attributes.color.push_back(c);
 		}
@@ -799,7 +796,7 @@ void glTF2Exporter::ExportMeshes()
                 }
             }
 
-			p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_INT, true);
+			p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
 		}
 
         switch (aim->mPrimitiveTypes) {
@@ -956,8 +953,27 @@ unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
     node->name = name;
 
     if (!n->mTransformation.IsIdentity()) {
-        node->matrix.isPresent = true;
-        CopyValue(n->mTransformation, node->matrix.value);
+		if (mScene->mNumAnimations > 0) {
+			aiQuaternion quaternion;
+			n->mTransformation.Decompose(*reinterpret_cast<aiVector3D *>(&node->scale.value), quaternion, *reinterpret_cast<aiVector3D *>(&node->translation.value));
+
+			aiVector3D vector(static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f));
+			if (!reinterpret_cast<aiVector3D *>(&node->scale.value)->Equal(vector)) {
+				node->scale.isPresent = true;
+			}
+			if (!reinterpret_cast<aiVector3D *>(&node->translation.value)->Equal(vector)) {
+				node->translation.isPresent = true;
+			}
+			node->rotation.isPresent = true;
+			node->rotation.value[0] = quaternion.x;
+			node->rotation.value[1] = quaternion.y;
+			node->rotation.value[2] = quaternion.z;
+			node->rotation.value[3] = quaternion.w;
+			node->matrix.isPresent = false;
+		} else {
+			node->matrix.isPresent = true;
+			CopyValue(n->mTransformation, node->matrix.value);
+		}
     }
 
     for (unsigned int i = 0; i < n->mNumMeshes; ++i) {