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/*
Open Asset Import Library ( assimp )
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Copyright ( c ) 2006 - 2020 , assimp team
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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 .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
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# if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
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# include "AssetLib/glTF2/glTF2Importer.h"
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# include "PostProcessing/MakeVerboseFormat.h"
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# include "AssetLib/glTF2/glTF2Asset.h"
# include "AssetLib/glTF2/glTF2AssetWriter.h"
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# include <assimp/CreateAnimMesh.h>
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# include <assimp/StringComparison.h>
# include <assimp/StringUtils.h>
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# include <assimp/ai_assert.h>
# include <assimp/importerdesc.h>
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# include <assimp/scene.h>
# include <assimp/DefaultLogger.hpp>
# include <assimp/Importer.hpp>
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# include <assimp/commonMetaData.h>
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# include <memory>
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# include <unordered_map>
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# include <rapidjson/document.h>
# include <rapidjson/rapidjson.h>
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using namespace Assimp ;
using namespace glTF2 ;
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using namespace glTFCommon ;
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namespace {
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// generate bi-tangents from normals and tangents according to spec
struct Tangent {
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aiVector3D xyz ;
ai_real w ;
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} ;
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} // namespace
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//
// glTF2Importer
//
static const aiImporterDesc desc = {
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" glTF2 Importer " ,
" " ,
" " ,
" " ,
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental ,
0 ,
0 ,
0 ,
0 ,
" gltf glb "
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} ;
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glTF2Importer : : glTF2Importer ( ) :
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BaseImporter ( ) ,
meshOffsets ( ) ,
embeddedTexIdxs ( ) ,
mScene ( nullptr ) {
// empty
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}
glTF2Importer : : ~ glTF2Importer ( ) {
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// empty
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}
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const aiImporterDesc * glTF2Importer : : GetInfo ( ) const {
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return & desc ;
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}
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bool glTF2Importer : : CanRead ( const std : : string & pFile , IOSystem * pIOHandler , bool /* checkSig */ ) const {
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const std : : string & extension = GetExtension ( pFile ) ;
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if ( extension ! = " gltf " & & extension ! = " glb " ) {
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return false ;
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}
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if ( pIOHandler ) {
glTF2 : : Asset asset ( pIOHandler ) ;
asset . Load ( pFile , extension = = " glb " ) ;
std : : string version = asset . asset . version ;
return ! version . empty ( ) & & version [ 0 ] = = ' 2 ' ;
}
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return false ;
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}
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static aiTextureMapMode ConvertWrappingMode ( SamplerWrap gltfWrapMode ) {
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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 ;
}
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}
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inline void SetMaterialColorProperty ( Asset & /*r*/ , vec4 & prop , aiMaterial * mat , const char * pKey , unsigned int type , unsigned int idx ) {
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aiColor4D col ;
CopyValue ( prop , col ) ;
mat - > AddProperty ( & col , 1 , pKey , type , idx ) ;
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}
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inline void SetMaterialColorProperty ( Asset & /*r*/ , vec3 & prop , aiMaterial * mat , const char * pKey , unsigned int type , unsigned int idx ) {
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aiColor4D col ;
glTFCommon : : CopyValue ( prop , col ) ;
mat - > AddProperty ( & col , 1 , pKey , type , idx ) ;
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}
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inline void SetMaterialTextureProperty ( std : : vector < int > & embeddedTexIdxs , Asset & /*r*/ , glTF2 : : TextureInfo prop , aiMaterial * mat , aiTextureType texType , unsigned int texSlot = 0 ) {
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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 ) ;
}
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mat - > AddProperty ( & uri , AI_MATKEY_TEXTURE ( texType , texSlot ) ) ;
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mat - > AddProperty ( & prop . texCoord , 1 , AI_MATKEY_GLTF_TEXTURE_TEXCOORD ( texType , texSlot ) ) ;
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if ( prop . textureTransformSupported ) {
aiUVTransform transform ;
transform . mScaling . x = prop . TextureTransformExt_t . scale [ 0 ] ;
transform . mScaling . y = prop . TextureTransformExt_t . scale [ 1 ] ;
transform . mRotation = - prop . TextureTransformExt_t . rotation ; // must be negated
// A change of coordinates is required to map glTF UV transformations into the space used by
// Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp
// rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the
// texture origin. All three can be corrected for solely by a change of the translation since
// the transformations available are shape preserving. Note the importer already flips the V
// coordinate of the actual meshes during import.
const ai_real rcos ( cos ( - transform . mRotation ) ) ;
const ai_real rsin ( sin ( - transform . mRotation ) ) ;
transform . mTranslation . x = ( static_cast < ai_real > ( 0.5 ) * transform . mScaling . x ) * ( - rcos + rsin + 1 ) + prop . TextureTransformExt_t . offset [ 0 ] ;
transform . mTranslation . y = ( ( static_cast < ai_real > ( 0.5 ) * transform . mScaling . y ) * ( rsin + rcos - 1 ) ) + 1 - transform . mScaling . y - prop . TextureTransformExt_t . offset [ 1 ] ; ;
mat - > AddProperty ( & transform , 1 , _AI_MATKEY_UVTRANSFORM_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 ) ) ;
}
}
}
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}
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inline void SetMaterialTextureProperty ( std : : vector < int > & embeddedTexIdxs , Asset & r , glTF2 : : NormalTextureInfo & prop , aiMaterial * mat , aiTextureType texType , unsigned int texSlot = 0 ) {
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SetMaterialTextureProperty ( embeddedTexIdxs , r , ( glTF2 : : TextureInfo ) prop , mat , texType , texSlot ) ;
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if ( prop . texture & & prop . texture - > source ) {
mat - > AddProperty ( & prop . scale , 1 , AI_MATKEY_GLTF_TEXTURE_SCALE ( texType , texSlot ) ) ;
}
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}
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inline void SetMaterialTextureProperty ( std : : vector < int > & embeddedTexIdxs , Asset & r , glTF2 : : OcclusionTextureInfo & prop , aiMaterial * mat , aiTextureType texType , unsigned int texSlot = 0 ) {
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SetMaterialTextureProperty ( embeddedTexIdxs , r , ( glTF2 : : TextureInfo ) prop , mat , texType , texSlot ) ;
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if ( prop . texture & & prop . texture - > source ) {
mat - > AddProperty ( & prop . strength , 1 , AI_MATKEY_GLTF_TEXTURE_STRENGTH ( texType , texSlot ) ) ;
}
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}
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static aiMaterial * ImportMaterial ( std : : vector < int > & embeddedTexIdxs , Asset & r , Material & mat ) {
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aiMaterial * aimat = new aiMaterial ( ) ;
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try {
if ( ! mat . name . empty ( ) ) {
aiString str ( mat . name ) ;
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aimat - > AddProperty ( & str , AI_MATKEY_NAME ) ;
}
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SetMaterialColorProperty ( r , mat . pbrMetallicRoughness . baseColorFactor , aimat , AI_MATKEY_COLOR_DIFFUSE ) ;
SetMaterialColorProperty ( r , mat . pbrMetallicRoughness . baseColorFactor , aimat , AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR ) ;
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SetMaterialTextureProperty ( embeddedTexIdxs , r , mat . pbrMetallicRoughness . baseColorTexture , aimat , aiTextureType_DIFFUSE ) ;
SetMaterialTextureProperty ( embeddedTexIdxs , r , mat . pbrMetallicRoughness . baseColorTexture , aimat , AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE ) ;
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SetMaterialTextureProperty ( embeddedTexIdxs , r , mat . pbrMetallicRoughness . metallicRoughnessTexture , aimat , AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE ) ;
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aimat - > AddProperty ( & mat . pbrMetallicRoughness . metallicFactor , 1 , AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR ) ;
aimat - > AddProperty ( & mat . pbrMetallicRoughness . roughnessFactor , 1 , AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR ) ;
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float roughnessAsShininess = 1 - mat . pbrMetallicRoughness . roughnessFactor ;
roughnessAsShininess * = roughnessAsShininess * 1000 ;
aimat - > AddProperty ( & roughnessAsShininess , 1 , AI_MATKEY_SHININESS ) ;
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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 ) ;
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aimat - > AddProperty ( & mat . doubleSided , 1 , AI_MATKEY_TWOSIDED ) ;
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aiString alphaMode ( mat . alphaMode ) ;
aimat - > AddProperty ( & alphaMode , AI_MATKEY_GLTF_ALPHAMODE ) ;
aimat - > AddProperty ( & mat . alphaCutoff , 1 , AI_MATKEY_GLTF_ALPHACUTOFF ) ;
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//pbrSpecularGlossiness
if ( mat . pbrSpecularGlossiness . isPresent ) {
PbrSpecularGlossiness & pbrSG = mat . pbrSpecularGlossiness . value ;
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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 ) ;
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float glossinessAsShininess = pbrSG . glossinessFactor * 1000.0f ;
aimat - > AddProperty ( & glossinessAsShininess , 1 , AI_MATKEY_SHININESS ) ;
aimat - > AddProperty ( & pbrSG . glossinessFactor , 1 , AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR ) ;
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SetMaterialTextureProperty ( embeddedTexIdxs , r , pbrSG . diffuseTexture , aimat , aiTextureType_DIFFUSE ) ;
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SetMaterialTextureProperty ( embeddedTexIdxs , r , pbrSG . specularGlossinessTexture , aimat , aiTextureType_SPECULAR ) ;
}
if ( mat . unlit ) {
aimat - > AddProperty ( & mat . unlit , 1 , AI_MATKEY_GLTF_UNLIT ) ;
}
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return aimat ;
} catch ( . . . ) {
delete aimat ;
throw ;
}
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}
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void glTF2Importer : : ImportMaterials ( glTF2 : : Asset & r ) {
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const unsigned int numImportedMaterials = unsigned ( r . materials . Size ( ) ) ;
ASSIMP_LOG_DEBUG_F ( " Importing " , numImportedMaterials , " materials " ) ;
Material defaultMaterial ;
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mScene - > mNumMaterials = numImportedMaterials + 1 ;
mScene - > mMaterials = new aiMaterial * [ mScene - > mNumMaterials ] ;
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std : : fill ( mScene - > mMaterials , mScene - > mMaterials + mScene - > mNumMaterials , nullptr ) ;
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mScene - > mMaterials [ numImportedMaterials ] = ImportMaterial ( embeddedTexIdxs , r , defaultMaterial ) ;
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for ( unsigned int i = 0 ; i < numImportedMaterials ; + + i ) {
mScene - > mMaterials [ i ] = ImportMaterial ( embeddedTexIdxs , r , r . materials [ i ] ) ;
}
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}
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static inline void SetFaceAndAdvance1 ( aiFace * & face , unsigned int numVertices , unsigned int a ) {
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if ( a > = numVertices ) {
return ;
}
face - > mNumIndices = 1 ;
face - > mIndices = new unsigned int [ 1 ] ;
face - > mIndices [ 0 ] = a ;
+ + face ;
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}
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static inline void SetFaceAndAdvance2 ( aiFace * & face , unsigned int numVertices , unsigned int a , unsigned int b ) {
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if ( ( a > = numVertices ) | | ( b > = numVertices ) ) {
return ;
}
face - > mNumIndices = 2 ;
face - > mIndices = new unsigned int [ 2 ] ;
face - > mIndices [ 0 ] = a ;
face - > mIndices [ 1 ] = b ;
+ + face ;
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}
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static inline void SetFaceAndAdvance3 ( aiFace * & face , unsigned int numVertices , unsigned int a , unsigned int b , unsigned int c ) {
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if ( ( a > = numVertices ) | | ( b > = numVertices ) | | ( c > = numVertices ) ) {
return ;
}
face - > mNumIndices = 3 ;
face - > mIndices = new unsigned int [ 3 ] ;
face - > mIndices [ 0 ] = a ;
face - > mIndices [ 1 ] = b ;
face - > mIndices [ 2 ] = c ;
+ + face ;
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}
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# ifdef ASSIMP_BUILD_DEBUG
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static inline bool CheckValidFacesIndices ( aiFace * faces , unsigned nFaces , unsigned nVerts ) {
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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 ;
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}
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# endif // ASSIMP_BUILD_DEBUG
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void glTF2Importer : : ImportMeshes ( glTF2 : : Asset & r ) {
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ASSIMP_LOG_DEBUG_F ( " Importing " , r . meshes . Size ( ) , " meshes " ) ;
std : : vector < std : : unique_ptr < aiMesh > > meshes ;
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unsigned int k = 0 ;
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meshOffsets . clear ( ) ;
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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 ( std : : unique_ptr < aiMesh > ( 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 ) {
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if ( ! attr . texcoord [ tc ] ) {
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DefaultLogger : : get ( ) - > warn ( " Texture coordinate accessor not found or non-contiguous texture coordinate sets. " ) ;
continue ;
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}
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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 ] ;
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std : : fill ( aim - > mAnimMeshes , aim - > mAnimMeshes + aim - > mNumAnimMeshes , nullptr ) ;
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for ( size_t i = 0 ; i < targets . size ( ) ; i + + ) {
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bool needPositions = targets [ i ] . position . size ( ) > 0 ;
bool needNormals = targets [ i ] . normal . size ( ) > 0 ;
bool needTangents = targets [ i ] . tangent . size ( ) > 0 ;
// GLTF morph does not support colors and texCoords
aim - > mAnimMeshes [ i ] = aiCreateAnimMesh ( aim ,
needPositions , needNormals , needTangents , false , false ) ;
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aiAnimMesh & aiAnimMesh = * ( aim - > mAnimMeshes [ i ] ) ;
Mesh : : Primitive : : Target & target = targets [ i ] ;
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if ( needPositions ) {
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aiVector3D * positionDiff = nullptr ;
target . position [ 0 ] - > ExtractData ( positionDiff ) ;
for ( unsigned int vertexId = 0 ; vertexId < aim - > mNumVertices ; vertexId + + ) {
aiAnimMesh . mVertices [ vertexId ] + = positionDiff [ vertexId ] ;
}
delete [ ] positionDiff ;
}
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if ( needNormals ) {
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aiVector3D * normalDiff = nullptr ;
target . normal [ 0 ] - > ExtractData ( normalDiff ) ;
for ( unsigned int vertexId = 0 ; vertexId < aim - > mNumVertices ; vertexId + + ) {
aiAnimMesh . mNormals [ vertexId ] + = normalDiff [ vertexId ] ;
}
delete [ ] normalDiff ;
}
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if ( needTangents ) {
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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 ] ;
}
if ( mesh . targetNames . size ( ) > i ) {
aiAnimMesh . mName = mesh . targetNames [ i ] ;
}
}
}
aiFace * faces = nullptr ;
aiFace * facePtr = nullptr ;
size_t nFaces = 0 ;
if ( prim . indices ) {
size_t count = prim . indices - > count ;
Accessor : : Indexer data = prim . indices - > GetIndexer ( ) ;
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if ( ! data . IsValid ( ) ) {
throw DeadlyImportError ( " GLTF: Invalid accessor without data in mesh " , getContextForErrorMessages ( mesh . id , mesh . name ) ) ;
}
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switch ( prim . mode ) {
case PrimitiveMode_POINTS : {
nFaces = count ;
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; + + i ) {
SetFaceAndAdvance1 ( facePtr , aim - > mNumVertices , data . GetUInt ( i ) ) ;
}
break ;
}
case PrimitiveMode_LINES : {
nFaces = count / 2 ;
if ( nFaces * 2 ! = count ) {
ASSIMP_LOG_WARN ( " The number of vertices was not compatible with the LINES mode. Some vertices were dropped. " ) ;
count = nFaces * 2 ;
}
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; i + = 2 ) {
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , 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 ) ;
facePtr = faces = new aiFace [ nFaces ] ;
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , data . GetUInt ( 0 ) , data . GetUInt ( 1 ) ) ;
for ( unsigned int i = 2 ; i < count ; + + i ) {
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , data . GetUInt ( i - 1 ) , data . GetUInt ( i ) ) ;
}
if ( prim . mode = = PrimitiveMode_LINE_LOOP ) { // close the loop
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , data . GetUInt ( static_cast < int > ( count ) - 1 ) , faces [ 0 ] . mIndices [ 0 ] ) ;
}
break ;
}
case PrimitiveMode_TRIANGLES : {
nFaces = count / 3 ;
if ( nFaces * 3 ! = count ) {
ASSIMP_LOG_WARN ( " The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped. " ) ;
count = nFaces * 3 ;
}
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; i + = 3 ) {
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , data . GetUInt ( i ) , data . GetUInt ( i + 1 ) , data . GetUInt ( i + 2 ) ) ;
}
break ;
}
case PrimitiveMode_TRIANGLE_STRIP : {
nFaces = count - 2 ;
facePtr = 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
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , 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
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , data . GetUInt ( i ) , data . GetUInt ( i + 1 ) , data . GetUInt ( i + 2 ) ) ;
}
}
break ;
}
case PrimitiveMode_TRIANGLE_FAN :
nFaces = count - 2 ;
facePtr = faces = new aiFace [ nFaces ] ;
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , data . GetUInt ( 0 ) , data . GetUInt ( 1 ) , data . GetUInt ( 2 ) ) ;
for ( unsigned int i = 1 ; i < nFaces ; + + i ) {
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , data . GetUInt ( 0 ) , data . GetUInt ( i + 1 ) , 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 ;
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; + + i ) {
SetFaceAndAdvance1 ( facePtr , aim - > mNumVertices , i ) ;
}
break ;
}
case PrimitiveMode_LINES : {
nFaces = count / 2 ;
if ( nFaces * 2 ! = count ) {
ASSIMP_LOG_WARN ( " The number of vertices was not compatible with the LINES mode. Some vertices were dropped. " ) ;
count = ( unsigned int ) nFaces * 2 ;
}
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; i + = 2 ) {
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , i , i + 1 ) ;
}
break ;
}
case PrimitiveMode_LINE_LOOP :
case PrimitiveMode_LINE_STRIP : {
nFaces = count - ( ( prim . mode = = PrimitiveMode_LINE_STRIP ) ? 1 : 0 ) ;
facePtr = faces = new aiFace [ nFaces ] ;
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , 0 , 1 ) ;
for ( unsigned int i = 2 ; i < count ; + + i ) {
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , i - 1 , i ) ;
}
if ( prim . mode = = PrimitiveMode_LINE_LOOP ) { // close the loop
SetFaceAndAdvance2 ( facePtr , aim - > mNumVertices , count - 1 , 0 ) ;
}
break ;
}
case PrimitiveMode_TRIANGLES : {
nFaces = count / 3 ;
if ( nFaces * 3 ! = count ) {
ASSIMP_LOG_WARN ( " The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped. " ) ;
count = ( unsigned int ) nFaces * 3 ;
}
facePtr = faces = new aiFace [ nFaces ] ;
for ( unsigned int i = 0 ; i < count ; i + = 3 ) {
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , i , i + 1 , i + 2 ) ;
}
break ;
}
case PrimitiveMode_TRIANGLE_STRIP : {
nFaces = count - 2 ;
facePtr = 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
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , i + 1 , i , i + 2 ) ;
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , i , i + 1 , i + 2 ) ;
}
}
break ;
}
case PrimitiveMode_TRIANGLE_FAN :
nFaces = count - 2 ;
facePtr = faces = new aiFace [ nFaces ] ;
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , 0 , 1 , 2 ) ;
for ( unsigned int i = 1 ; i < nFaces ; + + i ) {
SetFaceAndAdvance3 ( facePtr , aim - > mNumVertices , 0 , i + 1 , i + 2 ) ;
}
break ;
}
}
if ( faces ) {
aim - > mFaces = faces ;
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const unsigned int actualNumFaces = static_cast < unsigned int > ( facePtr - faces ) ;
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if ( actualNumFaces < nFaces ) {
ASSIMP_LOG_WARN ( " Some faces had out-of-range indices. Those faces were dropped. " ) ;
}
if ( actualNumFaces = = 0 )
{
throw DeadlyImportError ( " Mesh \" " , aim - > mName . C_Str ( ) , " \" has no faces " ) ;
}
aim - > mNumFaces = actualNumFaces ;
ai_assert ( CheckValidFacesIndices ( faces , actualNumFaces , 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 ) ;
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}
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void glTF2Importer : : ImportCameras ( glTF2 : : Asset & r ) {
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if ( ! r . cameras . Size ( ) ) return ;
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const unsigned int numCameras = r . cameras . Size ( ) ;
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ASSIMP_LOG_DEBUG_F ( " Importing " , numCameras , " cameras " ) ;
mScene - > mNumCameras = numCameras ;
mScene - > mCameras = new aiCamera * [ numCameras ] ;
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std : : fill ( mScene - > mCameras , mScene - > mCameras + numCameras , nullptr ) ;
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for ( size_t i = 0 ; i < numCameras ; + + 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 - > mOrthographicWidth = cam . cameraProperties . ortographic . xmag ;
aicam - > mAspect = 1.0f ;
if ( 0.f ! = cam . cameraProperties . ortographic . ymag ) {
aicam - > mAspect = cam . cameraProperties . ortographic . xmag / cam . cameraProperties . ortographic . ymag ;
}
}
}
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}
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void glTF2Importer : : ImportLights ( glTF2 : : Asset & r ) {
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if ( ! r . lights . Size ( ) )
return ;
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const unsigned int numLights = r . lights . Size ( ) ;
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ASSIMP_LOG_DEBUG_F ( " Importing " , numLights , " lights " ) ;
mScene - > mNumLights = numLights ;
mScene - > mLights = new aiLight * [ numLights ] ;
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std : : fill ( mScene - > mLights , mScene - > mLights + numLights , nullptr ) ;
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for ( size_t i = 0 ; i < numLights ; + + 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 ;
}
}
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}
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static void GetNodeTransform ( aiMatrix4x4 & matrix , const glTF2 : : Node & node ) {
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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 ;
}
}
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}
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static void BuildVertexWeightMapping ( Mesh : : Primitive & primitive , std : : vector < std : : vector < aiVertexWeight > > & map ) {
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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 ;
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}
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static std : : string GetNodeName ( const Node & node ) {
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return node . name . empty ( ) ? node . id : node . name ;
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}
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void ParseExtensions ( aiMetadata * metadata , const CustomExtension & extension ) {
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if ( extension . mStringValue . isPresent ) {
metadata - > Add ( extension . name . c_str ( ) , aiString ( extension . mStringValue . value ) ) ;
} else if ( extension . mDoubleValue . isPresent ) {
metadata - > Add ( extension . name . c_str ( ) , extension . mDoubleValue . value ) ;
} else if ( extension . mUint64Value . isPresent ) {
metadata - > Add ( extension . name . c_str ( ) , extension . mUint64Value . value ) ;
} else if ( extension . mInt64Value . isPresent ) {
metadata - > Add ( extension . name . c_str ( ) , static_cast < int32_t > ( extension . mInt64Value . value ) ) ;
} else if ( extension . mBoolValue . isPresent ) {
metadata - > Add ( extension . name . c_str ( ) , extension . mBoolValue . value ) ;
} else if ( extension . mValues . isPresent ) {
aiMetadata val ;
for ( size_t i = 0 ; i < extension . mValues . value . size ( ) ; + + i ) {
ParseExtensions ( & val , extension . mValues . value [ i ] ) ;
}
metadata - > Add ( extension . name . c_str ( ) , val ) ;
}
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}
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aiNode * ImportNode ( aiScene * pScene , glTF2 : : Asset & r , std : : vector < unsigned int > & meshOffsets , glTF2 : : Ref < glTF2 : : Node > & ptr ) {
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Node & node = * ptr ;
aiNode * ainode = new aiNode ( GetNodeName ( node ) ) ;
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try {
if ( ! node . children . empty ( ) ) {
ainode - > mNumChildren = unsigned ( node . children . size ( ) ) ;
ainode - > mChildren = new aiNode * [ ainode - > mNumChildren ] ;
std : : fill ( ainode - > mChildren , ainode - > mChildren + ainode - > mNumChildren , nullptr ) ;
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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 ;
}
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}
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if ( node . extensions ) {
ainode - > mMetaData = new aiMetadata ;
ParseExtensions ( ainode - > mMetaData , node . extensions ) ;
}
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GetNodeTransform ( ainode - > mTransformation , node ) ;
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if ( ! node . meshes . empty ( ) ) {
// GLTF files contain at most 1 mesh per node.
if ( node . meshes . size ( ) > 1 )
{
throw DeadlyImportError ( " GLTF: Invalid input, found " , node . meshes . size ( ) , " meshes in " , getContextForErrorMessages ( node . id , node . name ) , " , but only 1 mesh per node allowed. " ) ;
}
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 ] ;
unsigned int numBones = static_cast < unsigned int > ( node . skin - > jointNames . size ( ) ) ;
std : : vector < std : : vector < aiVertexWeight > > weighting ( numBones ) ;
BuildVertexWeightMapping ( node . meshes [ 0 ] - > primitives [ primitiveNo ] , weighting ) ;
mesh - > mNumBones = static_cast < unsigned int > ( numBones ) ;
mesh - > mBones = new aiBone * [ mesh - > mNumBones ] ;
std : : fill ( mesh - > mBones , mesh - > mBones + mesh - > mNumBones , nullptr ) ;
// 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.
mat4 * pbindMatrices = nullptr ;
node . skin - > inverseBindMatrices - > ExtractData ( pbindMatrices ) ;
for ( uint32_t i = 0 ; i < numBones ; + + i ) {
const std : : vector < aiVertexWeight > & weights = weighting [ 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 ) ;
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 ;
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}
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if ( pbindMatrices ) {
delete [ ] pbindMatrices ;
}
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}
}
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int k = 0 ;
for ( unsigned int j = meshOffsets [ mesh_idx ] ; j < meshOffsets [ mesh_idx + 1 ] ; + + j , + + k ) {
ainode - > mMeshes [ k ] = j ;
}
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}
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if ( node . camera ) {
pScene - > mCameras [ node . camera . GetIndex ( ) ] - > mName = ainode - > mName ;
if ( node . translation . isPresent ) {
aiVector3D trans ;
CopyValue ( node . translation . value , trans ) ;
pScene - > mCameras [ node . camera . GetIndex ( ) ] - > mPosition = trans ;
}
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}
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if ( node . light ) {
pScene - > mLights [ node . light . GetIndex ( ) ] - > mName = ainode - > mName ;
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//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 ) {
if ( ! ainode - > mMetaData ) {
ainode - > mMetaData = aiMetadata : : Alloc ( 1 ) ;
ainode - > mMetaData - > Set ( 0 , " PBR_LightRange " , node . light - > range . value ) ;
}
else {
ainode - > mMetaData - > Add ( " PBR_LightRange " , node . light - > range . value ) ;
}
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}
}
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return ainode ;
} catch ( . . . ) {
delete ainode ;
throw ;
}
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}
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void glTF2Importer : : ImportNodes ( glTF2 : : Asset & r ) {
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if ( ! r . scene ) {
throw DeadlyImportError ( " GLTF: No scene " ) ;
}
ASSIMP_LOG_DEBUG ( " Importing nodes " ) ;
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
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aiNode * root = mScene - > mRootNode = new aiNode ( " ROOT " ) ;
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root - > mChildren = new aiNode * [ numRootNodes ] ;
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std : : fill ( root - > mChildren , root - > mChildren + numRootNodes , nullptr ) ;
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for ( unsigned int i = 0 ; i < numRootNodes ; + + i ) {
aiNode * node = ImportNode ( mScene , r , meshOffsets , rootNodes [ i ] ) ;
node - > mParent = root ;
root - > mChildren [ root - > mNumChildren + + ] = node ;
}
} else {
mScene - > mRootNode = new aiNode ( " ROOT " ) ;
}
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}
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struct AnimationSamplers {
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AnimationSamplers ( ) :
translation ( nullptr ) ,
rotation ( nullptr ) ,
scale ( nullptr ) ,
weight ( nullptr ) {
// empty
}
Animation : : Sampler * translation ;
Animation : : Sampler * rotation ;
Animation : : Sampler * scale ;
Animation : : Sampler * weight ;
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} ;
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aiNodeAnim * CreateNodeAnim ( glTF2 : : Asset & r , Node & node , AnimationSamplers & samplers ) {
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aiNodeAnim * anim = new aiNodeAnim ( ) ;
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try {
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 ] ;
unsigned int ii = ( samplers . translation - > interpolation = = Interpolation_CUBICSPLINE ) ? 1 : 0 ;
for ( unsigned int i = 0 ; i < anim - > mNumPositionKeys ; + + i ) {
anim - > mPositionKeys [ i ] . mTime = times [ i ] * kMillisecondsFromSeconds ;
anim - > mPositionKeys [ i ] . mValue = values [ ii ] ;
ii + = ( samplers . translation - > interpolation = = Interpolation_CUBICSPLINE ) ? 3 : 1 ;
}
delete [ ] times ;
delete [ ] values ;
} else if ( node . translation . isPresent ) {
anim - > mNumPositionKeys = 1 ;
anim - > mPositionKeys = new aiVectorKey [ anim - > mNumPositionKeys ] ;
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 ] ;
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}
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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 ] ;
unsigned int ii = ( samplers . rotation - > interpolation = = Interpolation_CUBICSPLINE ) ? 1 : 0 ;
for ( unsigned int i = 0 ; i < anim - > mNumRotationKeys ; + + i ) {
anim - > mRotationKeys [ i ] . mTime = times [ i ] * kMillisecondsFromSeconds ;
anim - > mRotationKeys [ i ] . mValue . x = values [ ii ] . w ;
anim - > mRotationKeys [ i ] . mValue . y = values [ ii ] . x ;
anim - > mRotationKeys [ i ] . mValue . z = values [ ii ] . y ;
anim - > mRotationKeys [ i ] . mValue . w = values [ ii ] . z ;
ii + = ( samplers . rotation - > interpolation = = Interpolation_CUBICSPLINE ) ? 3 : 1 ;
}
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 ] ;
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}
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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 ] ;
unsigned int ii = ( samplers . scale - > interpolation = = Interpolation_CUBICSPLINE ) ? 1 : 0 ;
for ( unsigned int i = 0 ; i < anim - > mNumScalingKeys ; + + i ) {
anim - > mScalingKeys [ i ] . mTime = times [ i ] * kMillisecondsFromSeconds ;
anim - > mScalingKeys [ i ] . mValue = values [ ii ] ;
ii + = ( samplers . scale - > interpolation = = Interpolation_CUBICSPLINE ) ? 3 : 1 ;
}
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 ] ;
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}
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return anim ;
} catch ( . . . ) {
delete anim ;
throw ;
}
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}
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aiMeshMorphAnim * CreateMeshMorphAnim ( glTF2 : : Asset & , Node & node , AnimationSamplers & samplers ) {
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aiMeshMorphAnim * anim = new aiMeshMorphAnim ( ) ;
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try {
anim - > mName = GetNodeName ( node ) ;
static const float kMillisecondsFromSeconds = 1000.f ;
if ( nullptr ! = samplers . weight ) {
float * times = nullptr ;
samplers . weight - > input - > ExtractData ( times ) ;
float * values = nullptr ;
samplers . weight - > output - > ExtractData ( values ) ;
anim - > mNumKeys = static_cast < uint32_t > ( samplers . weight - > input - > count ) ;
// for Interpolation_CUBICSPLINE can have more outputs
const unsigned int weightStride = ( unsigned int ) samplers . weight - > output - > count / anim - > mNumKeys ;
const unsigned int numMorphs = ( samplers . weight - > interpolation = = Interpolation_CUBICSPLINE ) ? weightStride - 2 : weightStride ;
anim - > mKeys = new aiMeshMorphKey [ anim - > mNumKeys ] ;
unsigned int ii = ( samplers . weight - > interpolation = = Interpolation_CUBICSPLINE ) ? 1 : 0 ;
for ( unsigned int i = 0u ; i < anim - > mNumKeys ; + + i ) {
unsigned int k = weightStride * i + ii ;
anim - > mKeys [ i ] . mTime = times [ i ] * kMillisecondsFromSeconds ;
anim - > mKeys [ i ] . mNumValuesAndWeights = numMorphs ;
anim - > mKeys [ i ] . mValues = new unsigned int [ numMorphs ] ;
anim - > mKeys [ i ] . mWeights = new double [ numMorphs ] ;
for ( unsigned int j = 0u ; j < numMorphs ; + + j , + + k ) {
anim - > mKeys [ i ] . mValues [ j ] = j ;
anim - > mKeys [ i ] . mWeights [ j ] = ( 0.f > values [ k ] ) ? 0.f : values [ k ] ;
}
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}
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delete [ ] times ;
delete [ ] values ;
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}
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return anim ;
} catch ( . . . ) {
delete anim ;
throw ;
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}
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}
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std : : unordered_map < unsigned int , AnimationSamplers > GatherSamplers ( Animation & anim ) {
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std : : unordered_map < unsigned int , AnimationSamplers > samplers ;
for ( unsigned int c = 0 ; c < anim . channels . size ( ) ; + + c ) {
Animation : : Channel & channel = anim . channels [ c ] ;
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if ( channel . sampler < 0 | | channel . sampler > = static_cast < int > ( anim . samplers . size ( ) ) ) {
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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 ] ;
} else if ( channel . target . path = = AnimationPath_WEIGHTS ) {
sampler . weight = & anim . samplers [ channel . sampler ] ;
}
}
return samplers ;
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}
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void glTF2Importer : : ImportAnimations ( glTF2 : : Asset & r ) {
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if ( ! r . scene ) return ;
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const unsigned numAnimations = r . animations . Size ( ) ;
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ASSIMP_LOG_DEBUG_F ( " Importing " , numAnimations , " animations " ) ;
mScene - > mNumAnimations = numAnimations ;
if ( mScene - > mNumAnimations = = 0 ) {
return ;
}
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mScene - > mAnimations = new aiAnimation * [ numAnimations ] ;
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std : : fill ( mScene - > mAnimations , mScene - > mAnimations + numAnimations , nullptr ) ;
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for ( unsigned int i = 0 ; i < numAnimations ; + + i ) {
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aiAnimation * ai_anim = mScene - > mAnimations [ i ] = new aiAnimation ( ) ;
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Animation & anim = r . animations [ i ] ;
ai_anim - > mName = anim . name ;
ai_anim - > mDuration = 0 ;
ai_anim - > mTicksPerSecond = 0 ;
std : : unordered_map < unsigned int , AnimationSamplers > samplers = GatherSamplers ( anim ) ;
uint32_t numChannels = 0u ;
uint32_t numMorphMeshChannels = 0u ;
for ( auto & iter : samplers ) {
if ( ( nullptr ! = iter . second . rotation ) | | ( nullptr ! = iter . second . scale ) | | ( nullptr ! = iter . second . translation ) ) {
+ + numChannels ;
}
if ( nullptr ! = iter . second . weight ) {
+ + numMorphMeshChannels ;
}
}
ai_anim - > mNumChannels = numChannels ;
if ( ai_anim - > mNumChannels > 0 ) {
ai_anim - > mChannels = new aiNodeAnim * [ ai_anim - > mNumChannels ] ;
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std : : fill ( ai_anim - > mChannels , ai_anim - > mChannels + ai_anim - > mNumChannels , nullptr ) ;
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int j = 0 ;
for ( auto & iter : samplers ) {
if ( ( nullptr ! = iter . second . rotation ) | | ( nullptr ! = iter . second . scale ) | | ( nullptr ! = iter . second . translation ) ) {
ai_anim - > mChannels [ j ] = CreateNodeAnim ( r , r . nodes [ iter . first ] , iter . second ) ;
+ + j ;
}
}
}
ai_anim - > mNumMorphMeshChannels = numMorphMeshChannels ;
if ( ai_anim - > mNumMorphMeshChannels > 0 ) {
ai_anim - > mMorphMeshChannels = new aiMeshMorphAnim * [ ai_anim - > mNumMorphMeshChannels ] ;
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std : : fill ( ai_anim - > mMorphMeshChannels , ai_anim - > mMorphMeshChannels + ai_anim - > mNumMorphMeshChannels , nullptr ) ;
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int j = 0 ;
for ( auto & iter : samplers ) {
if ( nullptr ! = iter . second . weight ) {
ai_anim - > mMorphMeshChannels [ j ] = CreateMeshMorphAnim ( 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 ) ;
}
}
for ( unsigned int j = 0 ; j < ai_anim - > mNumMorphMeshChannels ; + + j ) {
const auto * const chan = ai_anim - > mMorphMeshChannels [ j ] ;
if ( 0u ! = chan - > mNumKeys ) {
const auto & lastKey = chan - > mKeys [ chan - > mNumKeys - 1u ] ;
if ( lastKey . mTime > maxDuration ) {
maxDuration = lastKey . mTime ;
}
maxNumberOfKeys = std : : max ( maxNumberOfKeys , chan - > mNumKeys ) ;
}
}
ai_anim - > mDuration = maxDuration ;
ai_anim - > mTicksPerSecond = 1000.0 ;
}
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}
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void glTF2Importer : : ImportEmbeddedTextures ( glTF2 : : Asset & r ) {
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embeddedTexIdxs . resize ( r . images . Size ( ) , - 1 ) ;
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int numEmbeddedTexs = 0 ;
for ( size_t i = 0 ; i < r . images . Size ( ) ; + + i ) {
if ( r . images [ i ] . HasData ( ) ) {
numEmbeddedTexs + = 1 ;
}
}
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if ( numEmbeddedTexs = = 0 )
return ;
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ASSIMP_LOG_DEBUG_F ( " Importing " , numEmbeddedTexs , " embedded textures " ) ;
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mScene - > mTextures = new aiTexture * [ numEmbeddedTexs ] ;
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std : : fill ( mScene - > mTextures , mScene - > mTextures + numEmbeddedTexs , nullptr ) ;
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// Add the embedded textures
for ( size_t i = 0 ; i < r . images . Size ( ) ; + + i ) {
Image & img = r . images [ i ] ;
if ( ! img . HasData ( ) ) {
continue ;
}
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int idx = mScene - > mNumTextures + + ;
embeddedTexIdxs [ i ] = idx ;
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aiTexture * tex = mScene - > mTextures [ idx ] = new aiTexture ( ) ;
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size_t length = img . GetDataLength ( ) ;
void * data = img . StealData ( ) ;
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tex - > mFilename = img . name ;
tex - > mWidth = static_cast < unsigned int > ( length ) ;
tex - > mHeight = 0 ;
tex - > pcData = reinterpret_cast < aiTexel * > ( data ) ;
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if ( ! img . mimeType . empty ( ) ) {
const char * ext = strchr ( img . mimeType . c_str ( ) , ' / ' ) + 1 ;
if ( ext ) {
if ( strcmp ( ext , " jpeg " ) = = 0 ) {
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ext = " jpg " ;
}
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size_t len = strlen ( ext ) ;
if ( len < = 3 ) {
strcpy ( tex - > achFormatHint , ext ) ;
}
}
}
}
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}
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void glTF2Importer : : ImportCommonMetadata ( glTF2 : : Asset & a ) {
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ASSIMP_LOG_DEBUG ( " Importing metadata " ) ;
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ai_assert ( mScene - > mMetaData = = nullptr ) ;
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const bool hasVersion = ! a . asset . version . empty ( ) ;
const bool hasGenerator = ! a . asset . generator . empty ( ) ;
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const bool hasCopyright = ! a . asset . copyright . empty ( ) ;
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if ( hasVersion | | hasGenerator | | hasCopyright ) {
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mScene - > mMetaData = new aiMetadata ;
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if ( hasVersion ) {
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mScene - > mMetaData - > Add ( AI_METADATA_SOURCE_FORMAT_VERSION , aiString ( a . asset . version ) ) ;
}
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if ( hasGenerator ) {
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mScene - > mMetaData - > Add ( AI_METADATA_SOURCE_GENERATOR , aiString ( a . asset . generator ) ) ;
}
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if ( hasCopyright ) {
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mScene - > mMetaData - > Add ( AI_METADATA_SOURCE_COPYRIGHT , aiString ( a . asset . copyright ) ) ;
}
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}
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}
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void glTF2Importer : : InternReadFile ( const std : : string & pFile , aiScene * pScene , IOSystem * pIOHandler ) {
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ASSIMP_LOG_DEBUG ( " Reading GLTF2 file " ) ;
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// clean all member arrays
meshOffsets . clear ( ) ;
embeddedTexIdxs . clear ( ) ;
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this - > mScene = pScene ;
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// read the asset file
glTF2 : : Asset asset ( pIOHandler ) ;
asset . Load ( pFile , GetExtension ( pFile ) = = " glb " ) ;
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if ( asset . scene ) {
pScene - > mName = asset . scene - > name ;
}
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//
// Copy the data out
//
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ImportEmbeddedTextures ( asset ) ;
ImportMaterials ( asset ) ;
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ImportMeshes ( asset ) ;
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ImportCameras ( asset ) ;
ImportLights ( asset ) ;
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ImportNodes ( asset ) ;
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ImportAnimations ( asset ) ;
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ImportCommonMetadata ( asset ) ;
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if ( pScene - > mNumMeshes = = 0 ) {
pScene - > mFlags | = AI_SCENE_FLAGS_INCOMPLETE ;
}
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}
# endif // ASSIMP_BUILD_NO_GLTF_IMPORTER