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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2022, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
- #include "AssetLib/glTF2/glTF2Exporter.h"
- #include "AssetLib/glTF2/glTF2AssetWriter.h"
- #include "PostProcessing/SplitLargeMeshes.h"
- #include <assimp/ByteSwapper.h>
- #include <assimp/Exceptional.h>
- #include <assimp/SceneCombiner.h>
- #include <assimp/StringComparison.h>
- #include <assimp/commonMetaData.h>
- #include <assimp/material.h>
- #include <assimp/scene.h>
- #include <assimp/version.h>
- #include <assimp/Exporter.hpp>
- #include <assimp/IOSystem.hpp>
- // Header files, standard library.
- #include <cinttypes>
- #include <limits>
- #include <memory>
- using namespace rapidjson;
- using namespace Assimp;
- using namespace glTF2;
- namespace Assimp {
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
- void ExportSceneGLTF2(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
- // invoke the exporter
- glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, false);
- }
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
- void ExportSceneGLB2(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
- // invoke the exporter
- glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, true);
- }
- } // end of namespace Assimp
- glTF2Exporter::glTF2Exporter(const char *filename, IOSystem *pIOSystem, const aiScene *pScene,
- const ExportProperties *pProperties, bool isBinary) :
- mFilename(filename), mIOSystem(pIOSystem), mScene(pScene), mProperties(pProperties), mAsset(new Asset(pIOSystem)) {
- // Always on as our triangulation process is aware of this type of encoding
- mAsset->extensionsUsed.FB_ngon_encoding = true;
- if (isBinary) {
- mAsset->SetAsBinary();
- }
- ExportMetadata();
- ExportMaterials();
- if (mScene->mRootNode) {
- ExportNodeHierarchy(mScene->mRootNode);
- }
- ExportMeshes();
- MergeMeshes();
- ExportScene();
- ExportAnimations();
- // export extras
- if (mProperties->HasPropertyCallback("extras")) {
- std::function<void *(void *)> ExportExtras = mProperties->GetPropertyCallback("extras");
- mAsset->extras = (rapidjson::Value *)ExportExtras(0);
- }
- AssetWriter writer(*mAsset);
- if (isBinary) {
- writer.WriteGLBFile(filename);
- } else {
- writer.WriteFile(filename);
- }
- }
- glTF2Exporter::~glTF2Exporter() {
- // empty
- }
- /*
- * Copy a 4x4 matrix from struct aiMatrix to typedef mat4.
- * Also converts from row-major to column-major storage.
- */
- static void CopyValue(const aiMatrix4x4 &v, mat4 &o) {
- o[0] = v.a1;
- o[1] = v.b1;
- o[2] = v.c1;
- o[3] = v.d1;
- o[4] = v.a2;
- o[5] = v.b2;
- o[6] = v.c2;
- o[7] = v.d2;
- o[8] = v.a3;
- o[9] = v.b3;
- o[10] = v.c3;
- o[11] = v.d3;
- o[12] = v.a4;
- o[13] = v.b4;
- o[14] = v.c4;
- o[15] = v.d4;
- }
- static void CopyValue(const aiMatrix4x4 &v, aiMatrix4x4 &o) {
- memcpy(&o, &v, sizeof(aiMatrix4x4));
- }
- static void IdentityMatrix4(mat4 &o) {
- o[0] = 1;
- o[1] = 0;
- o[2] = 0;
- o[3] = 0;
- o[4] = 0;
- o[5] = 1;
- o[6] = 0;
- o[7] = 0;
- o[8] = 0;
- o[9] = 0;
- o[10] = 1;
- o[11] = 0;
- o[12] = 0;
- o[13] = 0;
- o[14] = 0;
- o[15] = 1;
- }
- static bool IsBoneWeightFitted(vec4 &weight) {
- return weight[0] + weight[1] + weight[2] + weight[3] >= 1.f;
- }
- static int FitBoneWeight(vec4 &weight, float value) {
- int i = 0;
- for (; i < 4; ++i) {
- if (weight[i] < value) {
- weight[i] = value;
- return i;
- }
- }
- return -1;
- }
- template <typename T>
- void SetAccessorRange(Ref<Accessor> acc, void *data, size_t count,
- unsigned int numCompsIn, unsigned int numCompsOut) {
- ai_assert(numCompsOut <= numCompsIn);
- // Allocate and initialize with large values.
- for (unsigned int i = 0; i < numCompsOut; i++) {
- acc->min.push_back(std::numeric_limits<double>::max());
- acc->max.push_back(-std::numeric_limits<double>::max());
- }
- size_t totalComps = count * numCompsIn;
- T *buffer_ptr = static_cast<T *>(data);
- T *buffer_end = buffer_ptr + totalComps;
- // Search and set extreme values.
- for (; buffer_ptr < buffer_end; buffer_ptr += numCompsIn) {
- for (unsigned int j = 0; j < numCompsOut; j++) {
- double valueTmp = buffer_ptr[j];
- // Gracefully tolerate rogue NaN's in buffer data
- // Any NaNs/Infs introduced in accessor bounds will end up in
- // document and prevent rapidjson from writing out valid JSON
- if (!std::isfinite(valueTmp)) {
- continue;
- }
- if (valueTmp < acc->min[j]) {
- acc->min[j] = valueTmp;
- }
- if (valueTmp > acc->max[j]) {
- acc->max[j] = valueTmp;
- }
- }
- }
- }
- inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void *data,
- size_t count, unsigned int numCompsIn, unsigned int numCompsOut) {
- switch (compType) {
- case ComponentType_SHORT:
- SetAccessorRange<short>(acc, data, count, numCompsIn, numCompsOut);
- return;
- case ComponentType_UNSIGNED_SHORT:
- SetAccessorRange<unsigned short>(acc, data, count, numCompsIn, numCompsOut);
- return;
- case ComponentType_UNSIGNED_INT:
- SetAccessorRange<unsigned int>(acc, data, count, numCompsIn, numCompsOut);
- return;
- case ComponentType_FLOAT:
- SetAccessorRange<float>(acc, data, count, numCompsIn, numCompsOut);
- return;
- case ComponentType_BYTE:
- SetAccessorRange<int8_t>(acc, data, count, numCompsIn, numCompsOut);
- return;
- case ComponentType_UNSIGNED_BYTE:
- SetAccessorRange<uint8_t>(acc, data, count, numCompsIn, numCompsOut);
- return;
- }
- }
- // compute the (data-dataBase), store the non-zero data items
- template <typename T>
- size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&outputNZDiff, void *&outputNZIdx) {
- std::vector<T> vNZDiff;
- std::vector<unsigned short> vNZIdx;
- size_t totalComps = count * numCompsIn;
- T *bufferData_ptr = static_cast<T *>(data);
- T *bufferData_end = bufferData_ptr + totalComps;
- T *bufferBase_ptr = static_cast<T *>(dataBase);
- // Search and set extreme values.
- for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
- bool bNonZero = false;
- //for the data, check any component Non Zero
- for (unsigned int j = 0; j < numCompsOut; j++) {
- double valueData = bufferData_ptr[j];
- double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
- if ((valueData - valueBase) != 0) {
- bNonZero = true;
- break;
- }
- }
- //all zeros, continue
- if (!bNonZero)
- continue;
- //non zero, store the data
- for (unsigned int j = 0; j < numCompsOut; j++) {
- T valueData = bufferData_ptr[j];
- T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
- vNZDiff.push_back(valueData - valueBase);
- }
- vNZIdx.push_back(idx);
- }
- //avoid all-0, put 1 item
- if (vNZDiff.size() == 0) {
- for (unsigned int j = 0; j < numCompsOut; j++)
- vNZDiff.push_back(0);
- vNZIdx.push_back(0);
- }
- //process data
- outputNZDiff = new T[vNZDiff.size()];
- memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));
- outputNZIdx = new unsigned short[vNZIdx.size()];
- memcpy(outputNZIdx, vNZIdx.data(), vNZIdx.size() * sizeof(unsigned short));
- return vNZIdx.size();
- }
- inline size_t NZDiff(ComponentType compType, void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&nzDiff, void *&nzIdx) {
- switch (compType) {
- case ComponentType_SHORT:
- return NZDiff<short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- case ComponentType_UNSIGNED_SHORT:
- return NZDiff<unsigned short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- case ComponentType_UNSIGNED_INT:
- return NZDiff<unsigned int>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- case ComponentType_FLOAT:
- return NZDiff<float>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- case ComponentType_BYTE:
- return NZDiff<int8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- case ComponentType_UNSIGNED_BYTE:
- return NZDiff<uint8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- }
- return 0;
- }
- inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
- size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE, void *dataBase = 0) {
- if (!count || !data) {
- return Ref<Accessor>();
- }
- unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
- unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
- unsigned int bytesPerComp = ComponentTypeSize(compType);
- // accessor
- Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
- // if there is a basic data vector
- if (dataBase) {
- size_t base_offset = buffer->byteLength;
- size_t base_padding = base_offset % bytesPerComp;
- base_offset += base_padding;
- size_t base_length = count * numCompsOut * bytesPerComp;
- buffer->Grow(base_length + base_padding);
- Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
- bv->buffer = buffer;
- bv->byteOffset = base_offset;
- bv->byteLength = base_length; //! The target that the WebGL buffer should be bound to.
- bv->byteStride = 0;
- bv->target = target;
- acc->bufferView = bv;
- acc->WriteData(count, dataBase, numCompsIn * bytesPerComp);
- }
- acc->byteOffset = 0;
- acc->componentType = compType;
- acc->count = count;
- acc->type = typeOut;
- if (data) {
- void *nzDiff = 0, *nzIdx = 0;
- size_t nzCount = NZDiff(compType, data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
- acc->sparse.reset(new Accessor::Sparse);
- acc->sparse->count = nzCount;
- //indices
- unsigned int bytesPerIdx = sizeof(unsigned short);
- size_t indices_offset = buffer->byteLength;
- size_t indices_padding = indices_offset % bytesPerIdx;
- indices_offset += indices_padding;
- size_t indices_length = nzCount * 1 * bytesPerIdx;
- buffer->Grow(indices_length + indices_padding);
- Ref<BufferView> indicesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
- indicesBV->buffer = buffer;
- indicesBV->byteOffset = indices_offset;
- indicesBV->byteLength = indices_length;
- indicesBV->byteStride = 0;
- acc->sparse->indices = indicesBV;
- acc->sparse->indicesType = ComponentType_UNSIGNED_SHORT;
- acc->sparse->indicesByteOffset = 0;
- acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);
- //values
- size_t values_offset = buffer->byteLength;
- size_t values_padding = values_offset % bytesPerComp;
- values_offset += values_padding;
- size_t values_length = nzCount * numCompsOut * bytesPerComp;
- buffer->Grow(values_length + values_padding);
- Ref<BufferView> valuesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
- valuesBV->buffer = buffer;
- valuesBV->byteOffset = values_offset;
- valuesBV->byteLength = values_length;
- valuesBV->byteStride = 0;
- acc->sparse->values = valuesBV;
- acc->sparse->valuesByteOffset = 0;
- acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);
- //clear
- delete[](char *) nzDiff;
- delete[](char *) nzIdx;
- }
- return acc;
- }
- 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, BufferViewTarget target = BufferViewTarget_NONE) {
- if (!count || !data) {
- return Ref<Accessor>();
- }
- unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
- unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
- unsigned int bytesPerComp = ComponentTypeSize(compType);
- size_t offset = buffer->byteLength;
- // make sure offset is correctly byte-aligned, as required by spec
- size_t padding = offset % bytesPerComp;
- offset += padding;
- size_t length = count * numCompsOut * bytesPerComp;
- buffer->Grow(length + padding);
- // bufferView
- Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
- bv->buffer = buffer;
- bv->byteOffset = offset;
- bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
- bv->byteStride = 0;
- bv->target = target;
- // accessor
- Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
- acc->bufferView = bv;
- acc->byteOffset = 0;
- acc->componentType = compType;
- acc->count = count;
- acc->type = typeOut;
- // calculate min and max values
- SetAccessorRange(compType, acc, data, count, numCompsIn, numCompsOut);
- // copy the data
- acc->WriteData(count, data, numCompsIn * bytesPerComp);
- return acc;
- }
- inline void SetSamplerWrap(SamplerWrap &wrap, aiTextureMapMode map) {
- switch (map) {
- case aiTextureMapMode_Clamp:
- wrap = SamplerWrap::Clamp_To_Edge;
- break;
- case aiTextureMapMode_Mirror:
- wrap = SamplerWrap::Mirrored_Repeat;
- break;
- case aiTextureMapMode_Wrap:
- case aiTextureMapMode_Decal:
- default:
- wrap = SamplerWrap::Repeat;
- break;
- };
- }
- void glTF2Exporter::GetTexSampler(const aiMaterial &mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot) {
- aiString aId;
- std::string id;
- if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
- id = aId.C_Str();
- }
- if (Ref<Sampler> ref = mAsset->samplers.Get(id.c_str())) {
- texture->sampler = ref;
- } else {
- id = mAsset->FindUniqueID(id, "sampler");
- texture->sampler = mAsset->samplers.Create(id.c_str());
- aiTextureMapMode mapU, mapV;
- SamplerMagFilter filterMag;
- SamplerMinFilter filterMin;
- if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int *)&mapU) == AI_SUCCESS) {
- SetSamplerWrap(texture->sampler->wrapS, mapU);
- }
- if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int *)&mapV) == AI_SUCCESS) {
- SetSamplerWrap(texture->sampler->wrapT, mapV);
- }
- if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int *)&filterMag) == AI_SUCCESS) {
- texture->sampler->magFilter = filterMag;
- }
- if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int *)&filterMin) == AI_SUCCESS) {
- texture->sampler->minFilter = filterMin;
- }
- aiString name;
- if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
- texture->sampler->name = name.C_Str();
- }
- }
- }
- void glTF2Exporter::GetMatTexProp(const aiMaterial &mat, unsigned int &prop, const char *propName, aiTextureType tt, unsigned int slot) {
- std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
- mat.Get(textureKey.c_str(), tt, slot, prop);
- }
- void glTF2Exporter::GetMatTexProp(const aiMaterial &mat, float &prop, const char *propName, aiTextureType tt, unsigned int slot) {
- std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
- mat.Get(textureKey.c_str(), tt, slot, prop);
- }
- void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot = 0) {
- if (mat.GetTextureCount(tt) == 0) {
- return;
- }
-
- aiString tex;
- // Read texcoord (UV map index)
- mat.Get(AI_MATKEY_UVWSRC(tt, slot), texCoord);
- if (mat.Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
- std::string path = tex.C_Str();
- if (path.size() > 0) {
- std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
- if (it != mTexturesByPath.end()) {
- texture = mAsset->textures.Get(it->second);
- }
- bool useBasisUniversal = false;
- if (!texture) {
- std::string texId = mAsset->FindUniqueID("", "texture");
- texture = mAsset->textures.Create(texId);
- mTexturesByPath[path] = texture.GetIndex();
- std::string imgId = mAsset->FindUniqueID("", "image");
- texture->source = mAsset->images.Create(imgId);
- const aiTexture *curTex = mScene->GetEmbeddedTexture(path.c_str());
- if (curTex != nullptr) { // embedded
- texture->source->name = curTex->mFilename.C_Str();
- //basisu: embedded ktx2, bu
- if (curTex->achFormatHint[0]) {
- std::string mimeType = "image/";
- if (memcmp(curTex->achFormatHint, "jpg", 3) == 0)
- mimeType += "jpeg";
- else if (memcmp(curTex->achFormatHint, "ktx", 3) == 0) {
- useBasisUniversal = true;
- mimeType += "ktx";
- } else if (memcmp(curTex->achFormatHint, "kx2", 3) == 0) {
- useBasisUniversal = true;
- mimeType += "ktx2";
- } else if (memcmp(curTex->achFormatHint, "bu", 2) == 0) {
- useBasisUniversal = true;
- mimeType += "basis";
- } else
- mimeType += curTex->achFormatHint;
- texture->source->mimeType = mimeType;
- }
- // The asset has its own buffer, see Image::SetData
- //basisu: "image/ktx2", "image/basis" as is
- texture->source->SetData(reinterpret_cast<uint8_t *>(curTex->pcData), curTex->mWidth, *mAsset);
- } else {
- texture->source->uri = path;
- if (texture->source->uri.find(".ktx") != std::string::npos ||
- texture->source->uri.find(".basis") != std::string::npos) {
- useBasisUniversal = true;
- }
- }
- //basisu
- if (useBasisUniversal) {
- mAsset->extensionsUsed.KHR_texture_basisu = true;
- mAsset->extensionsRequired.KHR_texture_basisu = true;
- }
- GetTexSampler(mat, texture, tt, slot);
- }
- }
- }
- }
- void glTF2Exporter::GetMatTex(const aiMaterial &mat, TextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
- Ref<Texture> &texture = prop.texture;
- GetMatTex(mat, texture, prop.texCoord, tt, slot);
- }
- void glTF2Exporter::GetMatTex(const aiMaterial &mat, NormalTextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
- Ref<Texture> &texture = prop.texture;
- GetMatTex(mat, texture, prop.texCoord, tt, slot);
- if (texture) {
- //GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
- GetMatTexProp(mat, prop.scale, "scale", tt, slot);
- }
- }
- void glTF2Exporter::GetMatTex(const aiMaterial &mat, OcclusionTextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
- Ref<Texture> &texture = prop.texture;
- GetMatTex(mat, texture, prop.texCoord, tt, slot);
- if (texture) {
- //GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
- GetMatTexProp(mat, prop.strength, "strength", tt, slot);
- }
- }
- aiReturn glTF2Exporter::GetMatColor(const aiMaterial &mat, vec4 &prop, const char *propName, int type, int idx) const {
- aiColor4D col;
- aiReturn result = mat.Get(propName, type, idx, col);
- if (result == AI_SUCCESS) {
- prop[0] = col.r;
- prop[1] = col.g;
- prop[2] = col.b;
- prop[3] = col.a;
- }
- return result;
- }
- aiReturn glTF2Exporter::GetMatColor(const aiMaterial &mat, vec3 &prop, const char *propName, int type, int idx) const {
- aiColor3D col;
- aiReturn result = mat.Get(propName, type, idx, col);
- if (result == AI_SUCCESS) {
- prop[0] = col.r;
- prop[1] = col.g;
- prop[2] = col.b;
- }
- return result;
- }
- bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlossiness &pbrSG) {
- bool result = false;
- // If has Glossiness, a Specular Color or Specular Texture, use the KHR_materials_pbrSpecularGlossiness extension
- // NOTE: This extension is being considered for deprecation (Dec 2020), may be replaced by KHR_material_specular
- if (mat.Get(AI_MATKEY_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) == AI_SUCCESS) {
- result = true;
- } else {
- // Don't have explicit glossiness, convert from pbr roughness or legacy shininess
- float shininess;
- if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, shininess) == AI_SUCCESS) {
- pbrSG.glossinessFactor = 1.0f - shininess; // Extension defines this way
- } else if (mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
- pbrSG.glossinessFactor = shininess / 1000;
- }
- }
- if (GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR) == AI_SUCCESS) {
- result = true;
- }
- // Add any appropriate textures
- GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
- result = result || pbrSG.specularGlossinessTexture.texture;
- if (result) {
- // Likely to always have diffuse
- GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
- GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
- }
- return result;
- }
- bool glTF2Exporter::GetMatSheen(const aiMaterial &mat, glTF2::MaterialSheen &sheen) {
- // Return true if got any valid Sheen properties or textures
- if (GetMatColor(mat, sheen.sheenColorFactor, AI_MATKEY_SHEEN_COLOR_FACTOR) != aiReturn_SUCCESS) {
- return false;
- }
- // Default Sheen color factor {0,0,0} disables Sheen, so do not export
- if (sheen.sheenColorFactor == defaultSheenFactor) {
- return false;
- }
- mat.Get(AI_MATKEY_SHEEN_ROUGHNESS_FACTOR, sheen.sheenRoughnessFactor);
- GetMatTex(mat, sheen.sheenColorTexture, AI_MATKEY_SHEEN_COLOR_TEXTURE);
- GetMatTex(mat, sheen.sheenRoughnessTexture, AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE);
- return true;
- }
- bool glTF2Exporter::GetMatClearcoat(const aiMaterial &mat, glTF2::MaterialClearcoat &clearcoat) {
- if (mat.Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat.clearcoatFactor) != aiReturn_SUCCESS) {
- return false;
- }
- // Clearcoat factor of zero disables Clearcoat, so do not export
- if (clearcoat.clearcoatFactor == 0.0f)
- return false;
- mat.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat.clearcoatRoughnessFactor);
- GetMatTex(mat, clearcoat.clearcoatTexture, AI_MATKEY_CLEARCOAT_TEXTURE);
- GetMatTex(mat, clearcoat.clearcoatRoughnessTexture, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE);
- GetMatTex(mat, clearcoat.clearcoatNormalTexture, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE);
- return true;
- }
- bool glTF2Exporter::GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission) {
- bool result = mat.Get(AI_MATKEY_TRANSMISSION_FACTOR, transmission.transmissionFactor) == aiReturn_SUCCESS;
- GetMatTex(mat, transmission.transmissionTexture, AI_MATKEY_TRANSMISSION_TEXTURE);
- return result || transmission.transmissionTexture.texture;
- }
- bool glTF2Exporter::GetMatVolume(const aiMaterial &mat, glTF2::MaterialVolume &volume) {
- bool result = mat.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, volume.thicknessFactor) != aiReturn_SUCCESS;
- GetMatTex(mat, volume.thicknessTexture, AI_MATKEY_VOLUME_THICKNESS_TEXTURE);
- result = result || mat.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, volume.attenuationDistance);
- result = result || GetMatColor(mat, volume.attenuationColor, AI_MATKEY_VOLUME_ATTENUATION_COLOR) != aiReturn_SUCCESS;
- // Valid if any of these properties are available
- return result || volume.thicknessTexture.texture;
- }
- bool glTF2Exporter::GetMatIOR(const aiMaterial &mat, glTF2::MaterialIOR &ior) {
- return mat.Get(AI_MATKEY_REFRACTI, ior.ior) == aiReturn_SUCCESS;
- }
- void glTF2Exporter::ExportMaterials() {
- aiString aiName;
- for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
- ai_assert(mScene->mMaterials[i] != nullptr);
- const aiMaterial &mat = *(mScene->mMaterials[i]);
- std::string id = "material_" + ai_to_string(i);
- Ref<Material> m = mAsset->materials.Create(id);
- std::string name;
- if (mat.Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
- name = aiName.C_Str();
- }
- name = mAsset->FindUniqueID(name, "material");
- m->name = name;
- GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_BASE_COLOR);
- if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
- //if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
- GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
- }
- GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
- if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
- // if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
- //a fallback to any diffuse color should be used instead
- GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
- }
- if (mat.Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
- //if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
- m->pbrMetallicRoughness.metallicFactor = 0;
- }
- // get roughness if source is gltf2 file
- if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
- // otherwise, try to derive and convert from specular + shininess values
- aiColor4D specularColor;
- ai_real shininess;
- if (mat.Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS && mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
- // convert specular color to luminance
- float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
- //normalize shininess (assuming max is 1000) with an inverse exponentional curve
- float normalizedShininess = std::sqrt(shininess / 1000);
- //clamp the shininess value between 0 and 1
- normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
- // low specular intensity values should produce a rough material even if shininess is high.
- normalizedShininess = normalizedShininess * specularIntensity;
- m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess;
- }
- }
- GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS);
- GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP);
- GetMatTex(mat, m->emissiveTexture, aiTextureType_EMISSIVE);
- GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE);
- mat.Get(AI_MATKEY_TWOSIDED, m->doubleSided);
- mat.Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
- float opacity;
- aiString alphaMode;
- if (mat.Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
- if (opacity < 1) {
- m->alphaMode = "BLEND";
- m->pbrMetallicRoughness.baseColorFactor[3] *= opacity;
- }
- }
- if (mat.Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) {
- m->alphaMode = alphaMode.C_Str();
- }
- {
- // KHR_materials_pbrSpecularGlossiness extension
- // NOTE: This extension is being considered for deprecation (Dec 2020)
- PbrSpecularGlossiness pbrSG;
- if (GetMatSpecGloss(mat, pbrSG)) {
- mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
- m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
- }
- }
- // glTFv2 is either PBR or Unlit
- aiShadingMode shadingMode = aiShadingMode_PBR_BRDF;
- mat.Get(AI_MATKEY_SHADING_MODEL, shadingMode);
- if (shadingMode == aiShadingMode_Unlit) {
- mAsset->extensionsUsed.KHR_materials_unlit = true;
- m->unlit = true;
- } else {
- // These extensions are not compatible with KHR_materials_unlit or KHR_materials_pbrSpecularGlossiness
- if (!m->pbrSpecularGlossiness.isPresent) {
- // Sheen
- MaterialSheen sheen;
- if (GetMatSheen(mat, sheen)) {
- mAsset->extensionsUsed.KHR_materials_sheen = true;
- m->materialSheen = Nullable<MaterialSheen>(sheen);
- }
- MaterialClearcoat clearcoat;
- if (GetMatClearcoat(mat, clearcoat)) {
- mAsset->extensionsUsed.KHR_materials_clearcoat = true;
- m->materialClearcoat = Nullable<MaterialClearcoat>(clearcoat);
- }
- MaterialTransmission transmission;
- if (GetMatTransmission(mat, transmission)) {
- mAsset->extensionsUsed.KHR_materials_transmission = true;
- m->materialTransmission = Nullable<MaterialTransmission>(transmission);
- }
-
- MaterialVolume volume;
- if (GetMatVolume(mat, volume)) {
- mAsset->extensionsUsed.KHR_materials_volume = true;
- m->materialVolume = Nullable<MaterialVolume>(volume);
- }
-
- MaterialIOR ior;
- if (GetMatIOR(mat, ior)) {
- mAsset->extensionsUsed.KHR_materials_ior = true;
- m->materialIOR = Nullable<MaterialIOR>(ior);
- }
- }
- }
- }
- }
- /*
- * Search through node hierarchy and find the node containing the given meshID.
- * Returns true on success, and false otherwise.
- */
- bool FindMeshNode(Ref<Node> &nodeIn, Ref<Node> &meshNode, const std::string &meshID) {
- for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
- if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
- meshNode = nodeIn;
- return true;
- }
- }
- for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
- if (FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
- return true;
- }
- }
- return false;
- }
- /*
- * Find the root joint of the skeleton.
- * Starts will any joint node and traces up the tree,
- * until a parent is found that does not have a jointName.
- * Returns the first parent Ref<Node> found that does not have a jointName.
- */
- Ref<Node> FindSkeletonRootJoint(Ref<Skin> &skinRef) {
- Ref<Node> startNodeRef;
- Ref<Node> parentNodeRef;
- // Arbitrarily use the first joint to start the search.
- startNodeRef = skinRef->jointNames[0];
- parentNodeRef = skinRef->jointNames[0];
- do {
- startNodeRef = parentNodeRef;
- parentNodeRef = startNodeRef->parent;
- } while (parentNodeRef && !parentNodeRef->jointName.empty());
- return parentNodeRef;
- }
- void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buffer> &bufferRef, Ref<Skin> &skinRef,
- std::vector<aiMatrix4x4> &inverseBindMatricesData) {
- if (aimesh->mNumBones < 1) {
- return;
- }
- // Store the vertex joint and weight data.
- const size_t NumVerts(aimesh->mNumVertices);
- vec4 *vertexJointData = new vec4[NumVerts];
- vec4 *vertexWeightData = new vec4[NumVerts];
- int *jointsPerVertex = new int[NumVerts];
- for (size_t i = 0; i < NumVerts; ++i) {
- jointsPerVertex[i] = 0;
- for (size_t j = 0; j < 4; ++j) {
- vertexJointData[i][j] = 0;
- vertexWeightData[i][j] = 0;
- }
- }
- for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) {
- const aiBone *aib = aimesh->mBones[idx_bone];
- // aib->mName =====> skinRef->jointNames
- // Find the node with id = mName.
- Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
- nodeRef->jointName = nodeRef->name;
- unsigned int jointNamesIndex = 0;
- bool addJointToJointNames = true;
- for (unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
- if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
- addJointToJointNames = false;
- jointNamesIndex = idx_joint;
- }
- }
- if (addJointToJointNames) {
- skinRef->jointNames.push_back(nodeRef);
- // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
- aiMatrix4x4 tmpMatrix4;
- CopyValue(aib->mOffsetMatrix, tmpMatrix4);
- inverseBindMatricesData.push_back(tmpMatrix4);
- jointNamesIndex = static_cast<unsigned int>(inverseBindMatricesData.size() - 1);
- }
- // aib->mWeights =====> vertexWeightData
- for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
- unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
- float vertWeight = aib->mWeights[idx_weights].mWeight;
- // A vertex can only have at most four joint weights, which ideally sum up to 1
- if (IsBoneWeightFitted(vertexWeightData[vertexId])) {
- continue;
- }
- if (jointsPerVertex[vertexId] > 3) {
- int boneIndexFitted = FitBoneWeight(vertexWeightData[vertexId], vertWeight);
- if (boneIndexFitted != -1) {
- vertexJointData[vertexId][boneIndexFitted] = static_cast<float>(jointNamesIndex);
- }
- }else {
- vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
- vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
- jointsPerVertex[vertexId] += 1;
- }
- }
- } // End: for-loop mNumMeshes
- Mesh::Primitive &p = meshRef->primitives.back();
- Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
- vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
- if (vertexJointAccessor) {
- size_t offset = vertexJointAccessor->bufferView->byteOffset;
- size_t bytesLen = vertexJointAccessor->bufferView->byteLength;
- unsigned int s_bytesPerComp = ComponentTypeSize(ComponentType_UNSIGNED_SHORT);
- unsigned int bytesPerComp = ComponentTypeSize(vertexJointAccessor->componentType);
- size_t s_bytesLen = bytesLen * s_bytesPerComp / bytesPerComp;
- Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
- uint8_t *arrys = new uint8_t[bytesLen];
- unsigned int i = 0;
- for (unsigned int j = 0; j < bytesLen; j += bytesPerComp) {
- size_t len_p = offset + j;
- float f_value = *(float *)&buf->GetPointer()[len_p];
- unsigned short c = static_cast<unsigned short>(f_value);
- memcpy(&arrys[i * s_bytesPerComp], &c, s_bytesPerComp);
- ++i;
- }
- buf->ReplaceData_joint(offset, bytesLen, arrys, bytesLen);
- vertexJointAccessor->componentType = ComponentType_UNSIGNED_SHORT;
- vertexJointAccessor->bufferView->byteLength = s_bytesLen;
- p.attributes.joint.push_back(vertexJointAccessor);
- delete[] arrys;
- }
- Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
- vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
- if (vertexWeightAccessor) {
- p.attributes.weight.push_back(vertexWeightAccessor);
- }
- delete[] jointsPerVertex;
- delete[] vertexWeightData;
- delete[] vertexJointData;
- }
- void glTF2Exporter::ExportMeshes() {
- typedef decltype(aiFace::mNumIndices) IndicesType;
- std::string fname = std::string(mFilename);
- std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf"));
- std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
- Ref<Buffer> b = mAsset->GetBodyBuffer();
- if (!b) {
- b = mAsset->buffers.Create(bufferId);
- }
- //----------------------------------------
- // Initialize variables for the skin
- bool createSkin = false;
- for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
- const aiMesh *aim = mScene->mMeshes[idx_mesh];
- if (aim->HasBones()) {
- createSkin = true;
- break;
- }
- }
- Ref<Skin> skinRef;
- std::string skinName = mAsset->FindUniqueID("skin", "skin");
- std::vector<aiMatrix4x4> inverseBindMatricesData;
- if (createSkin) {
- skinRef = mAsset->skins.Create(skinName);
- skinRef->name = skinName;
- }
- //----------------------------------------
- for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
- const aiMesh *aim = mScene->mMeshes[idx_mesh];
- std::string name = aim->mName.C_Str();
- std::string meshId = mAsset->FindUniqueID(name, "mesh");
- Ref<Mesh> m = mAsset->meshes.Create(meshId);
- m->primitives.resize(1);
- Mesh::Primitive &p = m->primitives.back();
- m->name = name;
- p.material = mAsset->materials.Get(aim->mMaterialIndex);
- p.ngonEncoded = (aim->mPrimitiveTypes & aiPrimitiveType_NGONEncodingFlag) != 0;
- /******************* Vertices ********************/
- 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 ********************/
- // Normalize all normals as the validator can emit a warning otherwise
- if (nullptr != aim->mNormals) {
- for (auto i = 0u; i < aim->mNumVertices; ++i) {
- aim->mNormals[i].NormalizeSafe();
- }
- }
- 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 **************/
- for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (!aim->HasTextureCoords(i)) {
- continue;
- }
- // Flip UV y coords
- if (aim->mNumUVComponents[i] > 1) {
- for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
- aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
- }
- }
- 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, 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, BufferViewTarget_ARRAY_BUFFER);
- if (c) {
- p.attributes.color.push_back(c);
- }
- }
- /*************** Vertices indices ****************/
- if (aim->mNumFaces > 0) {
- std::vector<IndicesType> indices;
- unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
- indices.resize(aim->mNumFaces * nIndicesPerFace);
- for (size_t i = 0; i < aim->mNumFaces; ++i) {
- for (size_t j = 0; j < nIndicesPerFace; ++j) {
- indices[i * nIndicesPerFace + j] = IndicesType(aim->mFaces[i].mIndices[j]);
- }
- }
- p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
- ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
- }
- switch (aim->mPrimitiveTypes) {
- case aiPrimitiveType_POLYGON:
- p.mode = PrimitiveMode_TRIANGLES;
- break; // TODO implement this
- case aiPrimitiveType_LINE:
- p.mode = PrimitiveMode_LINES;
- break;
- case aiPrimitiveType_POINT:
- p.mode = PrimitiveMode_POINTS;
- break;
- default: // aiPrimitiveType_TRIANGLE
- p.mode = PrimitiveMode_TRIANGLES;
- break;
- }
- /*************** Skins ****************/
- if (aim->HasBones()) {
- ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
- }
- /*************** Targets for blendshapes ****************/
- if (aim->mNumAnimMeshes > 0) {
- bool bUseSparse = this->mProperties->HasPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP") &&
- this->mProperties->GetPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP");
- bool bIncludeNormal = this->mProperties->HasPropertyBool("GLTF2_TARGET_NORMAL_EXP") &&
- this->mProperties->GetPropertyBool("GLTF2_TARGET_NORMAL_EXP");
- bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
- this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
- p.targets.resize(aim->mNumAnimMeshes);
- for (unsigned int am = 0; am < aim->mNumAnimMeshes; ++am) {
- aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
- if (bExportTargetNames) {
- m->targetNames.emplace_back(pAnimMesh->mName.data);
- }
- // position
- if (pAnimMesh->HasPositions()) {
- // NOTE: in gltf it is the diff stored
- aiVector3D *pPositionDiff = new aiVector3D[pAnimMesh->mNumVertices];
- for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
- pPositionDiff[vt] = pAnimMesh->mVertices[vt] - aim->mVertices[vt];
- }
- Ref<Accessor> vec;
- if (bUseSparse) {
- vec = ExportDataSparse(*mAsset, meshId, b,
- pAnimMesh->mNumVertices, pPositionDiff,
- AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- } else {
- vec = ExportData(*mAsset, meshId, b,
- pAnimMesh->mNumVertices, pPositionDiff,
- AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- }
- if (vec) {
- p.targets[am].position.push_back(vec);
- }
- delete[] pPositionDiff;
- }
- // normal
- if (pAnimMesh->HasNormals() && bIncludeNormal) {
- aiVector3D *pNormalDiff = new aiVector3D[pAnimMesh->mNumVertices];
- for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
- pNormalDiff[vt] = pAnimMesh->mNormals[vt] - aim->mNormals[vt];
- }
- Ref<Accessor> vec;
- if (bUseSparse) {
- vec = ExportDataSparse(*mAsset, meshId, b,
- pAnimMesh->mNumVertices, pNormalDiff,
- AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- } else {
- vec = ExportData(*mAsset, meshId, b,
- pAnimMesh->mNumVertices, pNormalDiff,
- AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- }
- if (vec) {
- p.targets[am].normal.push_back(vec);
- }
- delete[] pNormalDiff;
- }
- // tangent?
- }
- }
- }
- //----------------------------------------
- // Finish the skin
- // Create the Accessor for skinRef->inverseBindMatrices
- bool bAddCustomizedProperty = this->mProperties->HasPropertyBool("GLTF2_CUSTOMIZE_PROPERTY");
- if (createSkin) {
- mat4 *invBindMatrixData = new mat4[inverseBindMatricesData.size()];
- for (unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
- CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
- }
- Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b,
- static_cast<unsigned int>(inverseBindMatricesData.size()),
- invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
- if (invBindMatrixAccessor) {
- skinRef->inverseBindMatrices = invBindMatrixAccessor;
- }
- // Identity Matrix =====> skinRef->bindShapeMatrix
- // Temporary. Hard-coded identity matrix here
- skinRef->bindShapeMatrix.isPresent = bAddCustomizedProperty;
- IdentityMatrix4(skinRef->bindShapeMatrix.value);
- // Find nodes that contain a mesh with bones and add "skeletons" and "skin" attributes to those nodes.
- Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
- Ref<Node> meshNode;
- for (unsigned int meshIndex = 0; meshIndex < mAsset->meshes.Size(); ++meshIndex) {
- Ref<Mesh> mesh = mAsset->meshes.Get(meshIndex);
- bool hasBones = false;
- for (unsigned int i = 0; i < mesh->primitives.size(); ++i) {
- if (!mesh->primitives[i].attributes.weight.empty()) {
- hasBones = true;
- break;
- }
- }
- if (!hasBones) {
- continue;
- }
- std::string meshID = mesh->id;
- FindMeshNode(rootNode, meshNode, meshID);
- Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
- if (bAddCustomizedProperty)
- meshNode->skeletons.push_back(rootJoint);
- meshNode->skin = skinRef;
- }
- delete[] invBindMatrixData;
- }
- }
- // Merges a node's multiple meshes (with one primitive each) into one mesh with multiple primitives
- void glTF2Exporter::MergeMeshes() {
- for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) {
- Ref<Node> node = mAsset->nodes.Get(n);
- unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size());
- //skip if it's 1 or less meshes per node
- if (nMeshes > 1) {
- Ref<Mesh> firstMesh = node->meshes.at(0);
- //loop backwards to allow easy removal of a mesh from a node once it's merged
- for (unsigned int m = nMeshes - 1; m >= 1; --m) {
- Ref<Mesh> mesh = node->meshes.at(m);
- //append this mesh's primitives to the first mesh's primitives
- firstMesh->primitives.insert(
- firstMesh->primitives.end(),
- mesh->primitives.begin(),
- mesh->primitives.end());
- //remove the mesh from the list of meshes
- unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());
- //find the presence of the removed mesh in other nodes
- for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
- Ref<Node> curNode = mAsset->nodes.Get(nn);
- for (unsigned int mm = 0; mm < curNode->meshes.size(); ++mm) {
- Ref<Mesh> &meshRef = curNode->meshes.at(mm);
- unsigned int meshIndex = meshRef.GetIndex();
- if (meshIndex == removedIndex) {
- curNode->meshes.erase(curNode->meshes.begin() + mm);
- } else if (meshIndex > removedIndex) {
- Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
- meshRef = newMeshRef;
- }
- }
- }
- }
- //since we were looping backwards, reverse the order of merged primitives to their original order
- std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
- }
- }
- }
- /*
- * Export the root node of the node hierarchy.
- * Calls ExportNode for all children.
- */
- unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode *n) {
- Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
- node->name = n->mName.C_Str();
- if (!n->mTransformation.IsIdentity()) {
- node->matrix.isPresent = true;
- CopyValue(n->mTransformation, node->matrix.value);
- }
- for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
- node->meshes.emplace_back(mAsset->meshes.Get(n->mMeshes[i]));
- }
- for (unsigned int i = 0; i < n->mNumChildren; ++i) {
- unsigned int idx = ExportNode(n->mChildren[i], node);
- node->children.emplace_back(mAsset->nodes.Get(idx));
- }
- return node.GetIndex();
- }
- /*
- * Export node and recursively calls ExportNode for all children.
- * Since these nodes are not the root node, we also export the parent Ref<Node>
- */
- unsigned int glTF2Exporter::ExportNode(const aiNode *n, Ref<Node> &parent) {
- std::string name = mAsset->FindUniqueID(n->mName.C_Str(), "node");
- Ref<Node> node = mAsset->nodes.Create(name);
- node->parent = parent;
- node->name = name;
- if (!n->mTransformation.IsIdentity()) {
- if (mScene->mNumAnimations > 0 || (mProperties && mProperties->HasPropertyBool("GLTF2_NODE_IN_TRS"))) {
- 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) {
- node->meshes.emplace_back(mAsset->meshes.Get(n->mMeshes[i]));
- }
- for (unsigned int i = 0; i < n->mNumChildren; ++i) {
- unsigned int idx = ExportNode(n->mChildren[i], node);
- node->children.emplace_back(mAsset->nodes.Get(idx));
- }
- return node.GetIndex();
- }
- void glTF2Exporter::ExportScene() {
- // Use the name of the scene if specified
- const std::string sceneName = (mScene->mName.length > 0) ? mScene->mName.C_Str() : "defaultScene";
- // Ensure unique
- Ref<Scene> scene = mAsset->scenes.Create(mAsset->FindUniqueID(sceneName, ""));
- // root node will be the first one exported (idx 0)
- if (mAsset->nodes.Size() > 0) {
- scene->nodes.emplace_back(mAsset->nodes.Get(0u));
- }
- // set as the default scene
- mAsset->scene = scene;
- }
- void glTF2Exporter::ExportMetadata() {
- AssetMetadata &asset = mAsset->asset;
- asset.version = "2.0";
- char buffer[256];
- ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
- aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
- asset.generator = buffer;
- // Copyright
- aiString copyright_str;
- if (mScene->mMetaData != nullptr && mScene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, copyright_str)) {
- asset.copyright = copyright_str.C_Str();
- }
- }
- inline Ref<Accessor> GetSamplerInputRef(Asset &asset, std::string &animId, Ref<Buffer> &buffer, std::vector<ai_real> ×) {
- return ExportData(asset, animId, buffer, (unsigned int)times.size(), ×[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
- }
- inline void ExtractTranslationSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
- const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
- std::vector<ai_real> times(numKeyframes);
- std::vector<ai_real> values(numKeyframes * 3);
- for (unsigned int i = 0; i < numKeyframes; ++i) {
- const aiVectorKey &key = nodeChannel->mPositionKeys[i];
- // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
- times[i] = static_cast<float>(key.mTime / ticksPerSecond);
- values[(i * 3) + 0] = (ai_real) key.mValue.x;
- values[(i * 3) + 1] = (ai_real) key.mValue.y;
- values[(i * 3) + 2] = (ai_real) key.mValue.z;
- }
- sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
- sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- sampler.interpolation = Interpolation_LINEAR;
- }
- inline void ExtractScaleSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
- const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
- std::vector<ai_real> times(numKeyframes);
- std::vector<ai_real> values(numKeyframes * 3);
- for (unsigned int i = 0; i < numKeyframes; ++i) {
- const aiVectorKey &key = nodeChannel->mScalingKeys[i];
- // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
- times[i] = static_cast<float>(key.mTime / ticksPerSecond);
- values[(i * 3) + 0] = (ai_real) key.mValue.x;
- values[(i * 3) + 1] = (ai_real) key.mValue.y;
- values[(i * 3) + 2] = (ai_real) key.mValue.z;
- }
- sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
- sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- sampler.interpolation = Interpolation_LINEAR;
- }
- inline void ExtractRotationSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
- const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
- std::vector<ai_real> times(numKeyframes);
- std::vector<ai_real> values(numKeyframes * 4);
- for (unsigned int i = 0; i < numKeyframes; ++i) {
- const aiQuatKey &key = nodeChannel->mRotationKeys[i];
- // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
- times[i] = static_cast<float>(key.mTime / ticksPerSecond);
- values[(i * 4) + 0] = (ai_real) key.mValue.x;
- values[(i * 4) + 1] = (ai_real) key.mValue.y;
- values[(i * 4) + 2] = (ai_real) key.mValue.z;
- values[(i * 4) + 3] = (ai_real) key.mValue.w;
- }
- sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
- sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
- sampler.interpolation = Interpolation_LINEAR;
- }
- static void AddSampler(Ref<Animation> &animRef, Ref<Node> &nodeRef, Animation::Sampler &sampler, AnimationPath path) {
- Animation::Channel channel;
- channel.sampler = static_cast<int>(animRef->samplers.size());
- channel.target.path = path;
- channel.target.node = nodeRef;
- animRef->channels.push_back(channel);
- animRef->samplers.push_back(sampler);
- }
- void glTF2Exporter::ExportAnimations() {
- Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned(0));
- for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
- const aiAnimation *anim = mScene->mAnimations[i];
- const float ticksPerSecond = static_cast<float>(anim->mTicksPerSecond);
- std::string nameAnim = "anim";
- if (anim->mName.length > 0) {
- nameAnim = anim->mName.C_Str();
- }
- Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
- animRef->name = nameAnim;
- for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
- const aiNodeAnim *nodeChannel = anim->mChannels[channelIndex];
- std::string name = nameAnim + "_" + ai_to_string(channelIndex);
- name = mAsset->FindUniqueID(name, "animation");
- Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
- if (nodeChannel->mNumPositionKeys > 0) {
- Animation::Sampler translationSampler;
- ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
- AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
- }
- if (nodeChannel->mNumRotationKeys > 0) {
- Animation::Sampler rotationSampler;
- ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
- AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
- }
- if (nodeChannel->mNumScalingKeys > 0) {
- Animation::Sampler scaleSampler;
- ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
- AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
- }
- }
- } // End: for-loop mNumAnimations
- }
- #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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