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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2021, 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.
- ----------------------------------------------------------------------
- */
- /** @file GltfExporter.h
- * Declares the exporter class to write a scene to a gltf/glb file
- */
- #ifndef AI_GLTF2EXPORTER_H_INC
- #define AI_GLTF2EXPORTER_H_INC
- #if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
- #include <assimp/types.h>
- #include <assimp/material.h>
- #include <sstream>
- #include <vector>
- #include <map>
- #include <memory>
- struct aiScene;
- struct aiNode;
- struct aiMaterial;
- namespace glTF2
- {
- template<class T>
- class Ref;
- class Asset;
- struct TexProperty;
- struct TextureInfo;
- struct NormalTextureInfo;
- struct OcclusionTextureInfo;
- struct Node;
- struct Texture;
- struct PbrSpecularGlossiness;
- struct MaterialSheen;
- struct MaterialClearcoat;
- struct MaterialTransmission;
- // Vec/matrix types, as raw float arrays
- typedef float (vec2)[2];
- typedef float (vec3)[3];
- typedef float (vec4)[4];
- }
- namespace Assimp
- {
- class IOSystem;
- class IOStream;
- class ExportProperties;
- // ------------------------------------------------------------------------------------------------
- /** Helper class to export a given scene to an glTF file. */
- // ------------------------------------------------------------------------------------------------
- class glTF2Exporter {
- public:
- /// Constructor for a specific scene to export
- glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
- const ExportProperties* pProperties, bool binary);
- ~glTF2Exporter();
- protected:
- void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
- void GetTexSampler(const aiMaterial& mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
- void GetMatTexProp(const aiMaterial& mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx);
- void GetMatTexProp(const aiMaterial& mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx);
- void GetMatTex(const aiMaterial& mat, glTF2::Ref<glTF2::Texture>& texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot);
- void GetMatTex(const aiMaterial& mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
- void GetMatTex(const aiMaterial& mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
- void GetMatTex(const aiMaterial& mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
- aiReturn GetMatColor(const aiMaterial& mat, glTF2::vec4& prop, const char* propName, int type, int idx) const;
- aiReturn GetMatColor(const aiMaterial& mat, glTF2::vec3& prop, const char* propName, int type, int idx) const;
- bool GetMatSpecGloss(const aiMaterial& mat, glTF2::PbrSpecularGlossiness& pbrSG);
- bool GetMatSheen(const aiMaterial& mat, glTF2::MaterialSheen& sheen);
- bool GetMatClearcoat(const aiMaterial& mat, glTF2::MaterialClearcoat& clearcoat);
- bool GetMatTransmission(const aiMaterial& mat, glTF2::MaterialTransmission& transmission);
- void ExportMetadata();
- void ExportMaterials();
- void ExportMeshes();
- void MergeMeshes();
- unsigned int ExportNodeHierarchy(const aiNode* n);
- unsigned int ExportNode(const aiNode* node, glTF2::Ref<glTF2::Node>& parent);
- void ExportScene();
- void ExportAnimations();
- private:
- const char* mFilename;
- IOSystem* mIOSystem;
- const aiScene* mScene;
- const ExportProperties* mProperties;
- std::map<std::string, unsigned int> mTexturesByPath;
- std::shared_ptr<glTF2::Asset> mAsset;
- std::vector<unsigned char> mBodyData;
- };
- }
- #endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
- #endif // AI_GLTF2EXPORTER_H_INC
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