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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, 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 "glTFExporter.h"
- #include "Exceptional.h"
- #include "StringComparison.h"
- #include "ByteSwapper.h"
- #include <assimp/version.h>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Exporter.hpp>
- #include <assimp/material.h>
- #include <assimp/scene.h>
- #include <memory>
- #include "glTFAssetWriter.h"
- using namespace rapidjson;
- using namespace Assimp;
- using namespace glTF;
- namespace Assimp {
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
- void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
- {
- // invoke the exporter
- glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
- }
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
- void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
- {
- // invoke the exporter
- glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
- }
- } // end of namespace Assimp
- glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
- const ExportProperties* pProperties, bool isBinary)
- : mFilename(filename)
- , mIOSystem(pIOSystem)
- , mScene(pScene)
- , mProperties(pProperties)
- {
- std::unique_ptr<Asset> asset(new glTF::Asset(pIOSystem));
- mAsset = asset.get();
- if (isBinary) {
- asset->SetAsBinary();
- }
- ExportMetadata();
- //for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {}
- //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
- //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
- ExportMaterials();
- ExportMeshes();
- //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
- if (mScene->mRootNode) {
- ExportNode(mScene->mRootNode);
- }
- ExportScene();
- glTF::AssetWriter writer(*mAsset);
- writer.WriteFile(filename);
- }
- static void CopyValue(const aiMatrix4x4& v, glTF::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;
- }
- 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)
- {
- 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;
- size_t length = count * numCompsOut * bytesPerComp;
- buffer->Grow(length);
- // bufferView
- Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
- 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;
- // accessor
- Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
- acc->bufferView = bv;
- acc->byteOffset = 0;
- acc->byteStride = 0;
- acc->componentType = compType;
- acc->count = count;
- acc->type = typeOut;
- // copy the data
- acc->WriteData(count, data, numCompsIn*bytesPerComp);
- return acc;
- }
- namespace {
- void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
- if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {}
- }
- }
- void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
- {
- aiString tex;
- aiColor4D col;
- if (mat->GetTextureCount(tt) > 0) {
- if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) {
- std::string path = tex.C_Str();
- if (path.size() > 0) {
- if (path[0] != '*') {
- std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
- if (it != mTexturesByPath.end()) {
- prop.texture = mAsset->textures.Get(it->second);
- }
- }
- if (!prop.texture) {
- std::string texId = mAsset->FindUniqueID("", "texture");
- prop.texture = mAsset->textures.Create(texId);
- mTexturesByPath[path] = prop.texture.GetIndex();
- std::string imgId = mAsset->FindUniqueID("", "image");
- prop.texture->source = mAsset->images.Create(imgId);
- if (path[0] == '*') { // embedded
- aiTexture* tex = mScene->mTextures[atoi(&path[1])];
- uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
- prop.texture->source->SetData(data, tex->mWidth, *mAsset);
- if (tex->achFormatHint[0]) {
- std::string mimeType = "image/";
- mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint;
- prop.texture->source->mimeType = mimeType;
- }
- }
- else {
- prop.texture->source->uri = path;
- }
- }
- }
- }
- }
- if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
- prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
- }
- }
- void glTFExporter::ExportMaterials()
- {
- aiString aiName;
- for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
- const aiMaterial* mat = mScene->mMaterials[i];
- std::string name;
- if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
- name = aiName.C_Str();
- }
- name = mAsset->FindUniqueID(name, "material");
- Ref<Material> m = mAsset->materials.Create(name);
- GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
- GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
- GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
- GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
- GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
- }
- }
- void glTFExporter::ExportMeshes()
- {
- for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
- const aiMesh* aim = mScene->mMeshes[i];
- std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
- Ref<Mesh> m = mAsset->meshes.Create(meshId);
- m->primitives.resize(1);
- Mesh::Primitive& p = m->primitives.back();
- p.material = mAsset->materials.Get(aim->mMaterialIndex);
- std::string bufferId = mAsset->FindUniqueID(meshId, "buffer");
- Ref<Buffer> b = mAsset->GetBodyBuffer();
- if (!b) {
- b = mAsset->buffers.Create(bufferId);
- }
- Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- if (v) p.attributes.position.push_back(v);
- Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
- if (n) p.attributes.normal.push_back(n);
- for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- 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, true);
- if (tc) p.attributes.texcoord.push_back(tc);
- }
- }
- if (aim->mNumFaces > 0) {
- unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
- std::vector<uint16_t> indices;
- 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] = uint16_t(aim->mFaces[i].mIndices[j]);
- }
- }
- p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
- }
- 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;
- }
- }
- }
- unsigned int glTFExporter::ExportNode(const aiNode* n)
- {
- Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
- 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.push_back(mAsset->meshes.Get(n->mMeshes[i]));
- }
- for (unsigned int i = 0; i < n->mNumChildren; ++i) {
- unsigned int idx = ExportNode(n->mChildren[i]);
- node->children.push_back(mAsset->nodes.Get(idx));
- }
- return node.GetIndex();
- }
- void glTFExporter::ExportScene()
- {
- const char* sceneName = "defaultScene";
- Ref<Scene> scene = mAsset->scenes.Create(sceneName);
- // root node will be the first one exported (idx 0)
- if (mAsset->nodes.Size() > 0) {
- scene->nodes.push_back(mAsset->nodes.Get(0u));
- }
- // set as the default scene
- mAsset->scene = scene;
- }
- void glTFExporter::ExportMetadata()
- {
- glTF::AssetMetadata& asset = mAsset->asset;
- asset.version = 1;
- char buffer[256];
- ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
- aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
- asset.generator = buffer;
- }
- #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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