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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2019, 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_GLTF_IMPORTER
- #include "glTF2/glTF2Importer.h"
- #include "glTF2/glTF2Asset.h"
- #include "glTF2/glTF2AssetWriter.h"
- #include "PostProcessing/MakeVerboseFormat.h"
- #include <assimp/StringComparison.h>
- #include <assimp/StringUtils.h>
- #include <assimp/Importer.hpp>
- #include <assimp/scene.h>
- #include <assimp/ai_assert.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/importerdesc.h>
- #include <assimp/CreateAnimMesh.h>
- #include <memory>
- #include <unordered_map>
- #include <rapidjson/document.h>
- #include <rapidjson/rapidjson.h>
- using namespace Assimp;
- using namespace glTF2;
- using namespace glTFCommon;
- namespace {
- // generate bi-tangents from normals and tangents according to spec
- struct Tangent {
- aiVector3D xyz;
- ai_real w;
- };
- } // namespace
- //
- // glTF2Importer
- //
- static const aiImporterDesc desc = {
- "glTF2 Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
- 0,
- 0,
- 0,
- 0,
- "gltf glb"
- };
- glTF2Importer::glTF2Importer()
- : BaseImporter()
- , meshOffsets()
- , embeddedTexIdxs()
- , mScene( NULL ) {
- // empty
- }
- glTF2Importer::~glTF2Importer() {
- // empty
- }
- const aiImporterDesc* glTF2Importer::GetInfo() const
- {
- return &desc;
- }
- bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
- {
- const std::string &extension = GetExtension(pFile);
- if (extension != "gltf" && extension != "glb")
- return false;
- if (pIOHandler) {
- glTF2::Asset asset(pIOHandler);
- asset.Load(pFile, extension == "glb");
- std::string version = asset.asset.version;
- return !version.empty() && version[0] == '2';
- }
- return false;
- }
- static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
- {
- switch (gltfWrapMode) {
- case SamplerWrap::Mirrored_Repeat:
- return aiTextureMapMode_Mirror;
- case SamplerWrap::Clamp_To_Edge:
- return aiTextureMapMode_Clamp;
- case SamplerWrap::UNSET:
- case SamplerWrap::Repeat:
- default:
- return aiTextureMapMode_Wrap;
- }
- }
- /*static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
- {
- out.r = v[0]; out.g = v[1]; out.b = v[2];
- }
- static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
- {
- out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
- }*/
- /*static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
- {
- out.r = v[0]; out.g = v[1]; out.b = v[2];
- }*/
- /*static void CopyValue(const glTF2::vec3& v, aiColor4D& out)
- {
- out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = 1.0;
- }
- static void CopyValue(const glTF2::vec3& v, aiVector3D& out)
- {
- out.x = v[0]; out.y = v[1]; out.z = v[2];
- }
- static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
- {
- out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
- }*/
- /*static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
- {
- o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
- o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
- o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
- o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
- }*/
- inline void SetMaterialColorProperty(Asset& /*r*/, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
- {
- aiColor4D col;
- CopyValue(prop, col);
- mat->AddProperty(&col, 1, pKey, type, idx);
- }
- inline void SetMaterialColorProperty(Asset& /*r*/, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
- {
- aiColor4D col;
- glTFCommon::CopyValue(prop, col);
- mat->AddProperty(&col, 1, pKey, type, idx);
- }
- inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
- {
- if (prop.texture && prop.texture->source) {
- aiString uri(prop.texture->source->uri);
- int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
- if (texIdx != -1) { // embedded
- // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
- uri.data[0] = '*';
- uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
- }
- mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
- mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
- if (prop.texture->sampler) {
- Ref<Sampler> sampler = prop.texture->sampler;
- aiString name(sampler->name);
- aiString id(sampler->id);
- mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
- mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
- aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
- aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
- mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
- mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
- if (sampler->magFilter != SamplerMagFilter::UNSET) {
- mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
- }
- if (sampler->minFilter != SamplerMinFilter::UNSET) {
- mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
- }
- }
- }
- }
- inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
- {
- SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
- if (prop.texture && prop.texture->source) {
- mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
- }
- }
- inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
- {
- SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
- if (prop.texture && prop.texture->source) {
- mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
- }
- }
- static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
- {
- aiMaterial* aimat = new aiMaterial();
- if (!mat.name.empty()) {
- aiString str(mat.name);
- aimat->AddProperty(&str, AI_MATKEY_NAME);
- }
- SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
- SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
- aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
- aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
- float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
- roughnessAsShininess *= roughnessAsShininess * 1000;
- aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
- SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
- SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
- aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
- aiString alphaMode(mat.alphaMode);
- aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
- aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
- //pbrSpecularGlossiness
- if (mat.pbrSpecularGlossiness.isPresent) {
- PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
- aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
- SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
- SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
- float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
- aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
- aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
- SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
- SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
- }
- if (mat.unlit) {
- aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
- }
- return aimat;
- }
- void glTF2Importer::ImportMaterials(glTF2::Asset& r)
- {
- const unsigned int numImportedMaterials = unsigned(r.materials.Size());
- Material defaultMaterial;
- mScene->mNumMaterials = numImportedMaterials + 1;
- mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
- mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
- for (unsigned int i = 0; i < numImportedMaterials; ++i) {
- mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
- }
- }
- static inline void SetFace(aiFace& face, int a)
- {
- face.mNumIndices = 1;
- face.mIndices = new unsigned int[1];
- face.mIndices[0] = a;
- }
- static inline void SetFace(aiFace& face, int a, int b)
- {
- face.mNumIndices = 2;
- face.mIndices = new unsigned int[2];
- face.mIndices[0] = a;
- face.mIndices[1] = b;
- }
- static inline void SetFace(aiFace& face, int a, int b, int c)
- {
- face.mNumIndices = 3;
- face.mIndices = new unsigned int[3];
- face.mIndices[0] = a;
- face.mIndices[1] = b;
- face.mIndices[2] = c;
- }
- #ifdef ASSIMP_BUILD_DEBUG
- static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
- {
- for (unsigned i = 0; i < nFaces; ++i) {
- for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
- unsigned idx = faces[i].mIndices[j];
- if (idx >= nVerts)
- return false;
- }
- }
- return true;
- }
- #endif // ASSIMP_BUILD_DEBUG
- void glTF2Importer::ImportMeshes(glTF2::Asset& r)
- {
- std::vector<aiMesh*> meshes;
- unsigned int k = 0;
- for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
- Mesh& mesh = r.meshes[m];
- meshOffsets.push_back(k);
- k += unsigned(mesh.primitives.size());
- for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
- Mesh::Primitive& prim = mesh.primitives[p];
- aiMesh* aim = new aiMesh();
- meshes.push_back(aim);
- aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
- if (mesh.primitives.size() > 1) {
- ai_uint32& len = aim->mName.length;
- aim->mName.data[len] = '-';
- len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
- }
- switch (prim.mode) {
- case PrimitiveMode_POINTS:
- aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case PrimitiveMode_LINES:
- case PrimitiveMode_LINE_LOOP:
- case PrimitiveMode_LINE_STRIP:
- aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case PrimitiveMode_TRIANGLES:
- case PrimitiveMode_TRIANGLE_STRIP:
- case PrimitiveMode_TRIANGLE_FAN:
- aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- }
- Mesh::Primitive::Attributes& attr = prim.attributes;
- if (attr.position.size() > 0 && attr.position[0]) {
- aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
- attr.position[0]->ExtractData(aim->mVertices);
- }
- if (attr.normal.size() > 0 && attr.normal[0]) {
- attr.normal[0]->ExtractData(aim->mNormals);
- // only extract tangents if normals are present
- if (attr.tangent.size() > 0 && attr.tangent[0]) {
- // generate bitangents from normals and tangents according to spec
- Tangent *tangents = nullptr;
- attr.tangent[0]->ExtractData(tangents);
- aim->mTangents = new aiVector3D[aim->mNumVertices];
- aim->mBitangents = new aiVector3D[aim->mNumVertices];
- for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
- aim->mTangents[i] = tangents[i].xyz;
- aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
- }
- delete [] tangents;
- }
- }
- for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
- if (attr.color[c]->count != aim->mNumVertices) {
- DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name +
- "\" does not match the vertex count");
- continue;
- }
- attr.color[c]->ExtractData(aim->mColors[c]);
- }
- for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
- if (attr.texcoord[tc]->count != aim->mNumVertices) {
- DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
- "\" does not match the vertex count");
- continue;
- }
- attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
- aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
- aiVector3D* values = aim->mTextureCoords[tc];
- for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
- values[i].y = 1 - values[i].y; // Flip Y coords
- }
- }
- std::vector<Mesh::Primitive::Target>& targets = prim.targets;
- if (targets.size() > 0) {
- aim->mNumAnimMeshes = (unsigned int)targets.size();
- aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
- for (size_t i = 0; i < targets.size(); i++) {
- aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
- aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
- Mesh::Primitive::Target& target = targets[i];
- if (target.position.size() > 0) {
- aiVector3D *positionDiff = nullptr;
- target.position[0]->ExtractData(positionDiff);
- for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
- aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
- }
- delete [] positionDiff;
- }
- if (target.normal.size() > 0) {
- aiVector3D *normalDiff = nullptr;
- target.normal[0]->ExtractData(normalDiff);
- for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
- aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
- }
- delete [] normalDiff;
- }
- if (target.tangent.size() > 0) {
- Tangent *tangent = nullptr;
- attr.tangent[0]->ExtractData(tangent);
- aiVector3D *tangentDiff = nullptr;
- target.tangent[0]->ExtractData(tangentDiff);
- for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
- tangent[vertexId].xyz += tangentDiff[vertexId];
- aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
- aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
- }
- delete [] tangent;
- delete [] tangentDiff;
- }
- if (mesh.weights.size() > i) {
- aiAnimMesh.mWeight = mesh.weights[i];
- }
- }
- }
- aiFace* faces = 0;
- size_t nFaces = 0;
- if (prim.indices) {
- size_t count = prim.indices->count;
- Accessor::Indexer data = prim.indices->GetIndexer();
- ai_assert(data.IsValid());
- switch (prim.mode) {
- case PrimitiveMode_POINTS: {
- nFaces = count;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; ++i) {
- SetFace(faces[i], data.GetUInt(i));
- }
- break;
- }
- case PrimitiveMode_LINES: {
- nFaces = count / 2;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; i += 2) {
- SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
- }
- break;
- }
- case PrimitiveMode_LINE_LOOP:
- case PrimitiveMode_LINE_STRIP: {
- nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
- faces = new aiFace[nFaces];
- SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
- for (unsigned int i = 2; i < count; ++i) {
- SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
- }
- if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
- SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
- }
- break;
- }
- case PrimitiveMode_TRIANGLES: {
- nFaces = count / 3;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; i += 3) {
- SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
- }
- break;
- }
- case PrimitiveMode_TRIANGLE_STRIP: {
- nFaces = count - 2;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < nFaces; ++i) {
- //The ordering is to ensure that the triangles are all drawn with the same orientation
- if ((i + 1) % 2 == 0)
- {
- //For even n, vertices n + 1, n, and n + 2 define triangle n
- SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
- }
- else
- {
- //For odd n, vertices n, n+1, and n+2 define triangle n
- SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
- }
- }
- break;
- }
- case PrimitiveMode_TRIANGLE_FAN:
- nFaces = count - 2;
- faces = new aiFace[nFaces];
- SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
- for (unsigned int i = 1; i < nFaces; ++i) {
- SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
- }
- break;
- }
- }
- else { // no indices provided so directly generate from counts
- // use the already determined count as it includes checks
- unsigned int count = aim->mNumVertices;
- switch (prim.mode) {
- case PrimitiveMode_POINTS: {
- nFaces = count;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; ++i) {
- SetFace(faces[i], i);
- }
- break;
- }
- case PrimitiveMode_LINES: {
- nFaces = count / 2;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; i += 2) {
- SetFace(faces[i / 2], i, i + 1);
- }
- break;
- }
- case PrimitiveMode_LINE_LOOP:
- case PrimitiveMode_LINE_STRIP: {
- nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
- faces = new aiFace[nFaces];
- SetFace(faces[0], 0, 1);
- for (unsigned int i = 2; i < count; ++i) {
- SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
- }
- if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
- SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
- }
- break;
- }
- case PrimitiveMode_TRIANGLES: {
- nFaces = count / 3;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < count; i += 3) {
- SetFace(faces[i / 3], i, i + 1, i + 2);
- }
- break;
- }
- case PrimitiveMode_TRIANGLE_STRIP: {
- nFaces = count - 2;
- faces = new aiFace[nFaces];
- for (unsigned int i = 0; i < nFaces; ++i) {
- //The ordering is to ensure that the triangles are all drawn with the same orientation
- if ((i+1) % 2 == 0)
- {
- //For even n, vertices n + 1, n, and n + 2 define triangle n
- SetFace(faces[i], i+1, i, i+2);
- }
- else
- {
- //For odd n, vertices n, n+1, and n+2 define triangle n
- SetFace(faces[i], i, i+1, i+2);
- }
- }
- break;
- }
- case PrimitiveMode_TRIANGLE_FAN:
- nFaces = count - 2;
- faces = new aiFace[nFaces];
- SetFace(faces[0], 0, 1, 2);
- for (unsigned int i = 1; i < nFaces; ++i) {
- SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
- }
- break;
- }
- }
- if (faces) {
- aim->mFaces = faces;
- aim->mNumFaces = static_cast<unsigned int>(nFaces);
- ai_assert(CheckValidFacesIndices(faces, static_cast<unsigned>(nFaces), aim->mNumVertices));
- }
- if (prim.material) {
- aim->mMaterialIndex = prim.material.GetIndex();
- }
- else {
- aim->mMaterialIndex = mScene->mNumMaterials - 1;
- }
- }
- }
- meshOffsets.push_back(k);
- CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
- }
- void glTF2Importer::ImportCameras(glTF2::Asset& r)
- {
- if (!r.cameras.Size()) return;
- mScene->mNumCameras = r.cameras.Size();
- mScene->mCameras = new aiCamera*[r.cameras.Size()];
- for (size_t i = 0; i < r.cameras.Size(); ++i) {
- Camera& cam = r.cameras[i];
- aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
- // cameras point in -Z by default, rest is specified in node transform
- aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
- if (cam.type == Camera::Perspective) {
- aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
- aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
- aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar;
- aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
- } else {
- aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar;
- aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear;
- aicam->mHorizontalFOV = 0.0;
- aicam->mAspect = 1.0f;
- if (0.f != cam.cameraProperties.ortographic.ymag ) {
- aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag;
- }
- }
- }
- }
- void glTF2Importer::ImportLights(glTF2::Asset& r)
- {
- if (!r.lights.Size())
- return;
- mScene->mNumLights = r.lights.Size();
- mScene->mLights = new aiLight*[r.lights.Size()];
- for (size_t i = 0; i < r.lights.Size(); ++i) {
- Light& light = r.lights[i];
- aiLight* ail = mScene->mLights[i] = new aiLight();
- switch (light.type)
- {
- case Light::Directional:
- ail->mType = aiLightSource_DIRECTIONAL; break;
- case Light::Point:
- ail->mType = aiLightSource_POINT; break;
- case Light::Spot:
- ail->mType = aiLightSource_SPOT; break;
- }
- if (ail->mType != aiLightSource_POINT)
- {
- ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f);
- ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
- }
- vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity };
- CopyValue(colorWithIntensity, ail->mColorAmbient);
- CopyValue(colorWithIntensity, ail->mColorDiffuse);
- CopyValue(colorWithIntensity, ail->mColorSpecular);
- if (ail->mType == aiLightSource_DIRECTIONAL)
- {
- ail->mAttenuationConstant = 1.0;
- ail->mAttenuationLinear = 0.0;
- ail->mAttenuationQuadratic = 0.0;
- }
- else
- {
- //in PBR attenuation is calculated using inverse square law which can be expressed
- //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
- //this is correct equation for the case when range (see
- //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
- //is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
- //When range is present then numerator might be any value in range [0,1] and then assimps equation
- //will not suffice. In this case range is added into metadata in ImportNode function
- //and its up to implementation to read it when it wants to
- ail->mAttenuationConstant = 0.0;
- ail->mAttenuationLinear = 0.0;
- ail->mAttenuationQuadratic = 1.0;
- }
- if (ail->mType == aiLightSource_SPOT)
- {
- ail->mAngleInnerCone = light.innerConeAngle;
- ail->mAngleOuterCone = light.outerConeAngle;
- }
- }
- }
- static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
- if (node.matrix.isPresent) {
- CopyValue(node.matrix.value, matrix);
- }
- else {
- if (node.translation.isPresent) {
- aiVector3D trans;
- CopyValue(node.translation.value, trans);
- aiMatrix4x4 t;
- aiMatrix4x4::Translation(trans, t);
- matrix = matrix * t;
- }
- if (node.rotation.isPresent) {
- aiQuaternion rot;
- CopyValue(node.rotation.value, rot);
- matrix = matrix * aiMatrix4x4(rot.GetMatrix());
- }
- if (node.scale.isPresent) {
- aiVector3D scal(1.f);
- CopyValue(node.scale.value, scal);
- aiMatrix4x4 s;
- aiMatrix4x4::Scaling(scal, s);
- matrix = matrix * s;
- }
- }
- }
- static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std::vector<aiVertexWeight>>& map)
- {
- Mesh::Primitive::Attributes& attr = primitive.attributes;
- if (attr.weight.empty() || attr.joint.empty()) {
- return;
- }
- if (attr.weight[0]->count != attr.joint[0]->count) {
- return;
- }
- size_t num_vertices = attr.weight[0]->count;
- struct Weights { float values[4]; };
- Weights* weights = nullptr;
- attr.weight[0]->ExtractData(weights);
- struct Indices8 { uint8_t values[4]; };
- struct Indices16 { uint16_t values[4]; };
- Indices8* indices8 = nullptr;
- Indices16* indices16 = nullptr;
- if (attr.joint[0]->GetElementSize() == 4) {
- attr.joint[0]->ExtractData(indices8);
- }else {
- attr.joint[0]->ExtractData(indices16);
- }
- //
- if (nullptr == indices8 && nullptr == indices16) {
- // Something went completely wrong!
- ai_assert(false);
- return;
- }
- for (size_t i = 0; i < num_vertices; ++i) {
- for (int j = 0; j < 4; ++j) {
- const unsigned int bone = (indices8!=nullptr) ? indices8[i].values[j] : indices16[i].values[j];
- const float weight = weights[i].values[j];
- if (weight > 0 && bone < map.size()) {
- map[bone].reserve(8);
- map[bone].emplace_back(static_cast<unsigned int>(i), weight);
- }
- }
- }
- delete[] weights;
- delete[] indices8;
- delete[] indices16;
- }
- static std::string GetNodeName(const Node& node)
- {
- return node.name.empty() ? node.id : node.name;
- }
- aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
- {
- Node& node = *ptr;
- aiNode* ainode = new aiNode(GetNodeName(node));
- if (!node.children.empty()) {
- ainode->mNumChildren = unsigned(node.children.size());
- ainode->mChildren = new aiNode*[ainode->mNumChildren];
- for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
- aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
- child->mParent = ainode;
- ainode->mChildren[i] = child;
- }
- }
- GetNodeTransform(ainode->mTransformation, node);
- if (!node.meshes.empty()) {
- // GLTF files contain at most 1 mesh per node.
- assert(node.meshes.size() == 1);
- int mesh_idx = node.meshes[0].GetIndex();
- int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
- ainode->mNumMeshes = count;
- ainode->mMeshes = new unsigned int[count];
- if (node.skin) {
- for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
- aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]+primitiveNo];
- mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
- mesh->mBones = new aiBone*[mesh->mNumBones];
- // GLTF and Assimp choose to store bone weights differently.
- // GLTF has each vertex specify which bones influence the vertex.
- // Assimp has each bone specify which vertices it has influence over.
- // To convert this data, we first read over the vertex data and pull
- // out the bone-to-vertex mapping. Then, when creating the aiBones,
- // we copy the bone-to-vertex mapping into the bone. This is unfortunate
- // both because it's somewhat slow and because, for many applications,
- // we then need to reconvert the data back into the vertex-to-bone
- // mapping which makes things doubly-slow.
- std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
- BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
- mat4* pbindMatrices = nullptr;
- node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
- for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
- aiBone* bone = new aiBone();
- Ref<Node> joint = node.skin->jointNames[i];
- if (!joint->name.empty()) {
- bone->mName = joint->name;
- } else {
- // Assimp expects each bone to have a unique name.
- static const std::string kDefaultName = "bone_";
- char postfix[10] = {0};
- ASSIMP_itoa10(postfix, i);
- bone->mName = (kDefaultName + postfix);
- }
- GetNodeTransform(bone->mOffsetMatrix, *joint);
- CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
- std::vector<aiVertexWeight>& weights = weighting[i];
- bone->mNumWeights = static_cast<uint32_t>(weights.size());
- if (bone->mNumWeights > 0) {
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
- } else {
- // Assimp expects all bones to have at least 1 weight.
- bone->mWeights = new aiVertexWeight[1];
- bone->mNumWeights = 1;
- bone->mWeights->mVertexId = 0;
- bone->mWeights->mWeight = 0.f;
- }
- mesh->mBones[i] = bone;
- }
- if (pbindMatrices) {
- delete[] pbindMatrices;
- }
- }
- }
- int k = 0;
- for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
- ainode->mMeshes[k] = j;
- }
- }
- if (node.camera) {
- pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
- }
- if (node.light) {
- pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
- //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
- //it is added to meta data of parent node, because there is no other place to put it
- if (node.light->range.isPresent)
- {
- ainode->mMetaData = aiMetadata::Alloc(1);
- ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value);
- }
- }
- return ainode;
- }
- void glTF2Importer::ImportNodes(glTF2::Asset& r)
- {
- if (!r.scene) return;
- std::vector< Ref<Node> > rootNodes = r.scene->nodes;
- // The root nodes
- unsigned int numRootNodes = unsigned(rootNodes.size());
- if (numRootNodes == 1) { // a single root node: use it
- mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
- }
- else if (numRootNodes > 1) { // more than one root node: create a fake root
- aiNode* root = new aiNode("ROOT");
- root->mChildren = new aiNode*[numRootNodes];
- for (unsigned int i = 0; i < numRootNodes; ++i) {
- aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
- node->mParent = root;
- root->mChildren[root->mNumChildren++] = node;
- }
- mScene->mRootNode = root;
- }
- //if (!mScene->mRootNode) {
- // mScene->mRootNode = new aiNode("EMPTY");
- //}
- }
- struct AnimationSamplers {
- AnimationSamplers()
- : translation(nullptr)
- , rotation(nullptr)
- , scale(nullptr) {
- // empty
- }
- Animation::Sampler* translation;
- Animation::Sampler* rotation;
- Animation::Sampler* scale;
- };
- aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
- {
- aiNodeAnim* anim = new aiNodeAnim();
- anim->mNodeName = GetNodeName(node);
- static const float kMillisecondsFromSeconds = 1000.f;
- if (samplers.translation) {
- float* times = nullptr;
- samplers.translation->input->ExtractData(times);
- aiVector3D* values = nullptr;
- samplers.translation->output->ExtractData(values);
- anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
- for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
- anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
- anim->mPositionKeys[i].mValue = values[i];
- }
- delete[] times;
- delete[] values;
- } else if (node.translation.isPresent) {
- anim->mNumPositionKeys = 1;
- anim->mPositionKeys = new aiVectorKey();
- anim->mPositionKeys->mTime = 0.f;
- anim->mPositionKeys->mValue.x = node.translation.value[0];
- anim->mPositionKeys->mValue.y = node.translation.value[1];
- anim->mPositionKeys->mValue.z = node.translation.value[2];
- }
- if (samplers.rotation) {
- float* times = nullptr;
- samplers.rotation->input->ExtractData(times);
- aiQuaternion* values = nullptr;
- samplers.rotation->output->ExtractData(values);
- anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
- for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
- anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
- anim->mRotationKeys[i].mValue.x = values[i].w;
- anim->mRotationKeys[i].mValue.y = values[i].x;
- anim->mRotationKeys[i].mValue.z = values[i].y;
- anim->mRotationKeys[i].mValue.w = values[i].z;
- }
- delete[] times;
- delete[] values;
- } else if (node.rotation.isPresent) {
- anim->mNumRotationKeys = 1;
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
- anim->mRotationKeys->mTime = 0.f;
- anim->mRotationKeys->mValue.x = node.rotation.value[0];
- anim->mRotationKeys->mValue.y = node.rotation.value[1];
- anim->mRotationKeys->mValue.z = node.rotation.value[2];
- anim->mRotationKeys->mValue.w = node.rotation.value[3];
- }
- if (samplers.scale) {
- float* times = nullptr;
- samplers.scale->input->ExtractData(times);
- aiVector3D* values = nullptr;
- samplers.scale->output->ExtractData(values);
- anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
- anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
- for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
- anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
- anim->mScalingKeys[i].mValue = values[i];
- }
- delete[] times;
- delete[] values;
- } else if (node.scale.isPresent) {
- anim->mNumScalingKeys = 1;
- anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
- anim->mScalingKeys->mTime = 0.f;
- anim->mScalingKeys->mValue.x = node.scale.value[0];
- anim->mScalingKeys->mValue.y = node.scale.value[1];
- anim->mScalingKeys->mValue.z = node.scale.value[2];
- }
- return anim;
- }
- std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
- {
- std::unordered_map<unsigned int, AnimationSamplers> samplers;
- for (unsigned int c = 0; c < anim.channels.size(); ++c) {
- Animation::Channel& channel = anim.channels[c];
- if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
- continue;
- }
- const unsigned int node_index = channel.target.node.GetIndex();
- AnimationSamplers& sampler = samplers[node_index];
- if (channel.target.path == AnimationPath_TRANSLATION) {
- sampler.translation = &anim.samplers[channel.sampler];
- } else if (channel.target.path == AnimationPath_ROTATION) {
- sampler.rotation = &anim.samplers[channel.sampler];
- } else if (channel.target.path == AnimationPath_SCALE) {
- sampler.scale = &anim.samplers[channel.sampler];
- }
- }
- return samplers;
- }
- void glTF2Importer::ImportAnimations(glTF2::Asset& r)
- {
- if (!r.scene) return;
- mScene->mNumAnimations = r.animations.Size();
- if (mScene->mNumAnimations == 0) {
- return;
- }
- mScene->mAnimations = new aiAnimation*[mScene->mNumAnimations];
- for (unsigned int i = 0; i < r.animations.Size(); ++i) {
- Animation& anim = r.animations[i];
- aiAnimation* ai_anim = new aiAnimation();
- ai_anim->mName = anim.name;
- ai_anim->mDuration = 0;
- ai_anim->mTicksPerSecond = 0;
- std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
- ai_anim->mNumChannels = static_cast<uint32_t>(samplers.size());
- if (ai_anim->mNumChannels > 0) {
- ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
- int j = 0;
- for (auto& iter : samplers) {
- ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
- ++j;
- }
- }
- // Use the latest keyframe for the duration of the animation
- double maxDuration = 0;
- unsigned int maxNumberOfKeys = 0;
- for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) {
- auto chan = ai_anim->mChannels[j];
- if (chan->mNumPositionKeys) {
- auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1];
- if (lastPosKey.mTime > maxDuration) {
- maxDuration = lastPosKey.mTime;
- }
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys);
- }
- if (chan->mNumRotationKeys) {
- auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1];
- if (lastRotKey.mTime > maxDuration) {
- maxDuration = lastRotKey.mTime;
- }
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys);
- }
- if (chan->mNumScalingKeys) {
- auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1];
- if (lastScaleKey.mTime > maxDuration) {
- maxDuration = lastScaleKey.mTime;
- }
- maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys);
- }
- }
- ai_anim->mDuration = maxDuration;
- ai_anim->mTicksPerSecond = (maxNumberOfKeys > 0 && maxDuration > 0) ? (maxNumberOfKeys / (maxDuration/1000)) : 30;
- mScene->mAnimations[i] = ai_anim;
- }
- }
- void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
- {
- embeddedTexIdxs.resize(r.images.Size(), -1);
- int numEmbeddedTexs = 0;
- for (size_t i = 0; i < r.images.Size(); ++i) {
- if (r.images[i].HasData())
- numEmbeddedTexs += 1;
- }
- if (numEmbeddedTexs == 0)
- return;
- mScene->mTextures = new aiTexture*[numEmbeddedTexs];
- // Add the embedded textures
- for (size_t i = 0; i < r.images.Size(); ++i) {
- Image &img = r.images[i];
- if (!img.HasData()) continue;
- int idx = mScene->mNumTextures++;
- embeddedTexIdxs[i] = idx;
- aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
- size_t length = img.GetDataLength();
- void* data = img.StealData();
- tex->mWidth = static_cast<unsigned int>(length);
- tex->mHeight = 0;
- tex->pcData = reinterpret_cast<aiTexel*>(data);
- if (!img.mimeType.empty()) {
- const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
- if (ext) {
- if (strcmp(ext, "jpeg") == 0) ext = "jpg";
- size_t len = strlen(ext);
- if (len <= 3) {
- strcpy(tex->achFormatHint, ext);
- }
- }
- }
- }
- }
- void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- // clean all member arrays
- meshOffsets.clear();
- embeddedTexIdxs.clear();
- this->mScene = pScene;
- // read the asset file
- glTF2::Asset asset(pIOHandler);
- asset.Load(pFile, GetExtension(pFile) == "glb");
- //
- // Copy the data out
- //
- ImportEmbeddedTextures(asset);
- ImportMaterials(asset);
- ImportMeshes(asset);
- ImportCameras(asset);
- ImportLights(asset);
- ImportNodes(asset);
- ImportAnimations(asset);
- if (pScene->mNumMeshes == 0) {
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
- }
- #endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
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