Merge branch 'master' into dev/gltf-KHR_materials
parent
7bb4b3fb03
commit
07b59f539d
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@ -229,88 +229,96 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) {
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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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aiMaterial *aimat = new aiMaterial();
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if (!mat.name.empty()) {
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try {
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aiString str(mat.name);
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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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);
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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);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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roughnessAsShininess *= roughnessAsShininess * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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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);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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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);
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}
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if (mat.unlit) {
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aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
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}
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//KHR_materials_sheen
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if (mat.materialSheen.isPresent) {
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MaterialSheen &sheen = mat.materialSheen.value;
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aimat->AddProperty(&mat.materialSheen.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN);
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SetMaterialColorProperty(r, sheen.sheenColorFactor, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR);
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aimat->AddProperty(&sheen.sheenRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
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}
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//KHR_materials_clearcoat
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if (mat.materialClearcoat.isPresent) {
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MaterialClearcoat &clearcoat = mat.materialClearcoat.value;
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aimat->AddProperty(&mat.materialClearcoat.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT);
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aimat->AddProperty(&clearcoat.clearcoatFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR);
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aimat->AddProperty(&clearcoat.clearcoatRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
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}
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//KHR_materials_transmission
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if (mat.materialTransmission.isPresent) {
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MaterialTransmission &transmission = mat.materialTransmission.value;
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aimat->AddProperty(&mat.materialTransmission.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION);
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aimat->AddProperty(&transmission.transmissionFactor, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, transmission.transmissionTexture, aimat, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE);
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}
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return aimat;
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} catch (...) {
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delete aimat;
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throw;
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}
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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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);
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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);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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roughnessAsShininess *= roughnessAsShininess * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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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);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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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);
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}
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if (mat.unlit) {
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aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
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}
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//KHR_materials_sheen
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if (mat.materialSheen.isPresent) {
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MaterialSheen &sheen = mat.materialSheen.value;
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aimat->AddProperty(&mat.materialSheen.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN);
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SetMaterialColorProperty(r, sheen.sheenColorFactor, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR);
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aimat->AddProperty(&sheen.sheenRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
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}
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//KHR_materials_clearcoat
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if (mat.materialClearcoat.isPresent) {
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MaterialClearcoat &clearcoat = mat.materialClearcoat.value;
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aimat->AddProperty(&mat.materialClearcoat.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT);
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aimat->AddProperty(&clearcoat.clearcoatFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR);
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aimat->AddProperty(&clearcoat.clearcoatRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
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}
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//KHR_materials_transmission
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if (mat.materialTransmission.isPresent) {
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MaterialTransmission &transmission = mat.materialTransmission.value;
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aimat->AddProperty(&mat.materialTransmission.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION);
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aimat->AddProperty(&transmission.transmissionFactor, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, transmission.transmissionTexture, aimat, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE);
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}
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return aimat;
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}
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
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void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
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@ -320,6 +328,7 @@ void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
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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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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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@ -481,6 +490,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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if (targets.size() > 0) {
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if (targets.size() > 0) {
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aim->mNumAnimMeshes = (unsigned int)targets.size();
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aim->mNumAnimMeshes = (unsigned int)targets.size();
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aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
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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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for (size_t i = 0; i < targets.size(); i++) {
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bool needPositions = targets[i].position.size() > 0;
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bool needPositions = targets[i].position.size() > 0;
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bool needNormals = targets[i].normal.size() > 0;
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bool needNormals = targets[i].normal.size() > 0;
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@ -539,7 +549,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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size_t count = prim.indices->count;
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size_t count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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Accessor::Indexer data = prim.indices->GetIndexer();
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ai_assert(data.IsValid());
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if (!data.IsValid()) {
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throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
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}
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switch (prim.mode) {
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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case PrimitiveMode_POINTS: {
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@ -728,6 +740,7 @@ void glTF2Importer::ImportCameras(glTF2::Asset &r) {
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ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras");
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ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras");
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mScene->mNumCameras = numCameras;
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mScene->mNumCameras = numCameras;
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mScene->mCameras = new aiCamera *[numCameras];
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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) {
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for (size_t i = 0; i < numCameras; ++i) {
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Camera &cam = r.cameras[i];
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Camera &cam = r.cameras[i];
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@ -764,6 +777,7 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
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ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights");
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ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights");
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mScene->mNumLights = numLights;
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mScene->mNumLights = numLights;
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mScene->mLights = new aiLight *[numLights];
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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) {
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for (size_t i = 0; i < numLights; ++i) {
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Light &light = r.lights[i];
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Light &light = r.lights[i];
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@ -927,129 +941,136 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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aiNode *ainode = new aiNode(GetNodeName(node));
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aiNode *ainode = new aiNode(GetNodeName(node));
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if (!node.children.empty()) {
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try {
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ainode->mNumChildren = unsigned(node.children.size());
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if (!node.children.empty()) {
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ainode->mChildren = new aiNode *[ainode->mNumChildren];
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ainode->mNumChildren = unsigned(node.children.size());
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ainode->mChildren = new aiNode *[ainode->mNumChildren];
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std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
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for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
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for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
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aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
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aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
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child->mParent = ainode;
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child->mParent = ainode;
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ainode->mChildren[i] = child;
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ainode->mChildren[i] = child;
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}
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}
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}
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}
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if (node.extensions) {
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if (node.extensions) {
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ainode->mMetaData = new aiMetadata;
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ainode->mMetaData = new aiMetadata;
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ParseExtensions(ainode->mMetaData, node.extensions);
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ParseExtensions(ainode->mMetaData, node.extensions);
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}
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GetNodeTransform(ainode->mTransformation, node);
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if (!node.meshes.empty()) {
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// GLTF files contain at most 1 mesh per node.
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if (node.meshes.size() > 1)
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{
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throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(), " meshes in ", getContextForErrorMessages(node.id, node.name), ", but only 1 mesh per node allowed.");
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}
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}
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int mesh_idx = node.meshes[0].GetIndex();
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int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
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|
||||||
ainode->mNumMeshes = count;
|
GetNodeTransform(ainode->mTransformation, node);
|
||||||
ainode->mMeshes = new unsigned int[count];
|
|
||||||
|
|
||||||
if (node.skin) {
|
if (!node.meshes.empty()) {
|
||||||
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
|
// GLTF files contain at most 1 mesh per node.
|
||||||
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
|
if (node.meshes.size() > 1)
|
||||||
unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
|
{
|
||||||
|
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];
|
||||||
|
|
||||||
std::vector<std::vector<aiVertexWeight>> weighting(numBones);
|
ainode->mNumMeshes = count;
|
||||||
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
ainode->mMeshes = new unsigned int[count];
|
||||||
|
|
||||||
mesh->mNumBones = static_cast<unsigned int>(numBones);
|
if (node.skin) {
|
||||||
mesh->mBones = new aiBone *[mesh->mNumBones];
|
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());
|
||||||
|
|
||||||
// GLTF and Assimp choose to store bone weights differently.
|
std::vector<std::vector<aiVertexWeight>> weighting(numBones);
|
||||||
// GLTF has each vertex specify which bones influence the vertex.
|
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
||||||
// 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;
|
mesh->mNumBones = static_cast<unsigned int>(numBones);
|
||||||
node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
|
mesh->mBones = new aiBone *[mesh->mNumBones];
|
||||||
|
std::fill(mesh->mBones, mesh->mBones + mesh->mNumBones, nullptr);
|
||||||
|
|
||||||
for (uint32_t i = 0; i < numBones; ++i) {
|
// GLTF and Assimp choose to store bone weights differently.
|
||||||
const std::vector<aiVertexWeight> &weights = weighting[i];
|
// GLTF has each vertex specify which bones influence the vertex.
|
||||||
aiBone *bone = new aiBone();
|
// 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.
|
||||||
|
|
||||||
Ref<Node> joint = node.skin->jointNames[i];
|
mat4 *pbindMatrices = nullptr;
|
||||||
if (!joint->name.empty()) {
|
node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
|
||||||
bone->mName = joint->name;
|
|
||||||
} else {
|
for (uint32_t i = 0; i < numBones; ++i) {
|
||||||
// Assimp expects each bone to have a unique name.
|
const std::vector<aiVertexWeight> &weights = weighting[i];
|
||||||
static const std::string kDefaultName = "bone_";
|
aiBone *bone = new aiBone();
|
||||||
char postfix[10] = { 0 };
|
|
||||||
ASSIMP_itoa10(postfix, i);
|
Ref<Node> joint = node.skin->jointNames[i];
|
||||||
bone->mName = (kDefaultName + postfix);
|
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;
|
||||||
}
|
}
|
||||||
GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
||||||
CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
|
|
||||||
bone->mNumWeights = static_cast<uint32_t>(weights.size());
|
|
||||||
|
|
||||||
if (bone->mNumWeights > 0) {
|
if (pbindMatrices) {
|
||||||
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
delete[] pbindMatrices;
|
||||||
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) {
|
int k = 0;
|
||||||
delete[] pbindMatrices;
|
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.translation.isPresent) {
|
||||||
|
aiVector3D trans;
|
||||||
|
CopyValue(node.translation.value, trans);
|
||||||
|
pScene->mCameras[node.camera.GetIndex()]->mPosition = trans;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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) {
|
||||||
|
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int k = 0;
|
return ainode;
|
||||||
for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
|
} catch (...) {
|
||||||
ainode->mMeshes[k] = j;
|
delete ainode;
|
||||||
}
|
throw;
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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) {
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return ainode;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void glTF2Importer::ImportNodes(glTF2::Asset &r) {
|
void glTF2Importer::ImportNodes(glTF2::Asset &r) {
|
||||||
|
@ -1065,14 +1086,16 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
|
||||||
if (numRootNodes == 1) { // a single root node: use it
|
if (numRootNodes == 1) { // a single root node: use it
|
||||||
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
|
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
|
||||||
} else if (numRootNodes > 1) { // more than one root node: create a fake root
|
} else if (numRootNodes > 1) { // more than one root node: create a fake root
|
||||||
aiNode *root = new aiNode("ROOT");
|
aiNode *root = mScene->mRootNode = new aiNode("ROOT");
|
||||||
|
|
||||||
root->mChildren = new aiNode *[numRootNodes];
|
root->mChildren = new aiNode *[numRootNodes];
|
||||||
|
std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < numRootNodes; ++i) {
|
for (unsigned int i = 0; i < numRootNodes; ++i) {
|
||||||
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
|
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
|
||||||
node->mParent = root;
|
node->mParent = root;
|
||||||
root->mChildren[root->mNumChildren++] = node;
|
root->mChildren[root->mNumChildren++] = node;
|
||||||
}
|
}
|
||||||
mScene->mRootNode = root;
|
|
||||||
} else {
|
} else {
|
||||||
mScene->mRootNode = new aiNode("ROOT");
|
mScene->mRootNode = new aiNode("ROOT");
|
||||||
}
|
}
|
||||||
|
@ -1095,133 +1118,145 @@ struct AnimationSamplers {
|
||||||
|
|
||||||
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
||||||
aiNodeAnim *anim = new aiNodeAnim();
|
aiNodeAnim *anim = new aiNodeAnim();
|
||||||
anim->mNodeName = GetNodeName(node);
|
|
||||||
|
|
||||||
static const float kMillisecondsFromSeconds = 1000.f;
|
try {
|
||||||
|
anim->mNodeName = GetNodeName(node);
|
||||||
|
|
||||||
if (samplers.translation) {
|
static const float kMillisecondsFromSeconds = 1000.f;
|
||||||
float *times = nullptr;
|
|
||||||
samplers.translation->input->ExtractData(times);
|
if (samplers.translation) {
|
||||||
aiVector3D *values = nullptr;
|
float *times = nullptr;
|
||||||
samplers.translation->output->ExtractData(values);
|
samplers.translation->input->ExtractData(times);
|
||||||
anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
|
aiVector3D *values = nullptr;
|
||||||
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
samplers.translation->output->ExtractData(values);
|
||||||
unsigned int ii = (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
|
||||||
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
|
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
||||||
anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
unsigned int ii = (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
||||||
anim->mPositionKeys[i].mValue = values[ii];
|
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
|
||||||
ii += (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
|
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];
|
||||||
}
|
}
|
||||||
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];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (samplers.rotation) {
|
if (samplers.rotation) {
|
||||||
float *times = nullptr;
|
float *times = nullptr;
|
||||||
samplers.rotation->input->ExtractData(times);
|
samplers.rotation->input->ExtractData(times);
|
||||||
aiQuaternion *values = nullptr;
|
aiQuaternion *values = nullptr;
|
||||||
samplers.rotation->output->ExtractData(values);
|
samplers.rotation->output->ExtractData(values);
|
||||||
anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
|
anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
|
||||||
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
||||||
unsigned int ii = (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
unsigned int ii = (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
||||||
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
||||||
anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
||||||
anim->mRotationKeys[i].mValue.x = values[ii].w;
|
anim->mRotationKeys[i].mValue.x = values[ii].w;
|
||||||
anim->mRotationKeys[i].mValue.y = values[ii].x;
|
anim->mRotationKeys[i].mValue.y = values[ii].x;
|
||||||
anim->mRotationKeys[i].mValue.z = values[ii].y;
|
anim->mRotationKeys[i].mValue.z = values[ii].y;
|
||||||
anim->mRotationKeys[i].mValue.w = values[ii].z;
|
anim->mRotationKeys[i].mValue.w = values[ii].z;
|
||||||
ii += (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
|
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];
|
||||||
}
|
}
|
||||||
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) {
|
if (samplers.scale) {
|
||||||
float *times = nullptr;
|
float *times = nullptr;
|
||||||
samplers.scale->input->ExtractData(times);
|
samplers.scale->input->ExtractData(times);
|
||||||
aiVector3D *values = nullptr;
|
aiVector3D *values = nullptr;
|
||||||
samplers.scale->output->ExtractData(values);
|
samplers.scale->output->ExtractData(values);
|
||||||
anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
|
anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
|
||||||
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
||||||
unsigned int ii = (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
unsigned int ii = (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
||||||
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
|
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
|
||||||
anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
||||||
anim->mScalingKeys[i].mValue = values[ii];
|
anim->mScalingKeys[i].mValue = values[ii];
|
||||||
ii += (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1;
|
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];
|
||||||
}
|
}
|
||||||
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;
|
return anim;
|
||||||
|
} catch (...) {
|
||||||
|
delete anim;
|
||||||
|
throw;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
|
||||||
aiMeshMorphAnim *anim = new aiMeshMorphAnim();
|
aiMeshMorphAnim *anim = new aiMeshMorphAnim();
|
||||||
anim->mName = GetNodeName(node);
|
|
||||||
|
|
||||||
static const float kMillisecondsFromSeconds = 1000.f;
|
try {
|
||||||
|
anim->mName = GetNodeName(node);
|
||||||
|
|
||||||
if (nullptr != samplers.weight) {
|
static const float kMillisecondsFromSeconds = 1000.f;
|
||||||
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
|
if (nullptr != samplers.weight) {
|
||||||
const unsigned int weightStride = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
|
float *times = nullptr;
|
||||||
const unsigned int numMorphs = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? weightStride - 2 : weightStride;
|
samplers.weight->input->ExtractData(times);
|
||||||
|
float *values = nullptr;
|
||||||
|
samplers.weight->output->ExtractData(values);
|
||||||
|
anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
|
||||||
|
|
||||||
anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
|
// for Interpolation_CUBICSPLINE can have more outputs
|
||||||
unsigned int ii = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
const unsigned int weightStride = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
|
||||||
for (unsigned int i = 0u; i < anim->mNumKeys; ++i) {
|
const unsigned int numMorphs = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? weightStride - 2 : weightStride;
|
||||||
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 = new aiMeshMorphKey[anim->mNumKeys];
|
||||||
anim->mKeys[i].mValues[j] = j;
|
unsigned int ii = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0;
|
||||||
anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k];
|
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];
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
delete[] times;
|
||||||
|
delete[] values;
|
||||||
}
|
}
|
||||||
|
|
||||||
delete[] times;
|
return anim;
|
||||||
delete[] values;
|
} catch (...) {
|
||||||
|
delete anim;
|
||||||
|
throw;
|
||||||
}
|
}
|
||||||
|
|
||||||
return anim;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
|
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
|
||||||
std::unordered_map<unsigned int, AnimationSamplers> samplers;
|
std::unordered_map<unsigned int, AnimationSamplers> samplers;
|
||||||
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
|
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
|
||||||
Animation::Channel &channel = anim.channels[c];
|
Animation::Channel &channel = anim.channels[c];
|
||||||
if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
|
if (channel.sampler < 0 || channel.sampler >= static_cast<int>(anim.samplers.size())) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1253,10 +1288,13 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
|
||||||
}
|
}
|
||||||
|
|
||||||
mScene->mAnimations = new aiAnimation *[numAnimations];
|
mScene->mAnimations = new aiAnimation *[numAnimations];
|
||||||
|
std::fill(mScene->mAnimations, mScene->mAnimations + numAnimations, nullptr);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < numAnimations; ++i) {
|
for (unsigned int i = 0; i < numAnimations; ++i) {
|
||||||
|
aiAnimation *ai_anim = mScene->mAnimations[i] = new aiAnimation();
|
||||||
|
|
||||||
Animation &anim = r.animations[i];
|
Animation &anim = r.animations[i];
|
||||||
|
|
||||||
aiAnimation *ai_anim = new aiAnimation();
|
|
||||||
ai_anim->mName = anim.name;
|
ai_anim->mName = anim.name;
|
||||||
ai_anim->mDuration = 0;
|
ai_anim->mDuration = 0;
|
||||||
ai_anim->mTicksPerSecond = 0;
|
ai_anim->mTicksPerSecond = 0;
|
||||||
|
@ -1278,6 +1316,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
|
||||||
ai_anim->mNumChannels = numChannels;
|
ai_anim->mNumChannels = numChannels;
|
||||||
if (ai_anim->mNumChannels > 0) {
|
if (ai_anim->mNumChannels > 0) {
|
||||||
ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
|
ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
|
||||||
|
std::fill(ai_anim->mChannels, ai_anim->mChannels + ai_anim->mNumChannels, nullptr);
|
||||||
int j = 0;
|
int j = 0;
|
||||||
for (auto &iter : samplers) {
|
for (auto &iter : samplers) {
|
||||||
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
||||||
|
@ -1290,6 +1329,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
|
||||||
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
|
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
|
||||||
if (ai_anim->mNumMorphMeshChannels > 0) {
|
if (ai_anim->mNumMorphMeshChannels > 0) {
|
||||||
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
|
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
|
||||||
|
std::fill(ai_anim->mMorphMeshChannels, ai_anim->mMorphMeshChannels + ai_anim->mNumMorphMeshChannels, nullptr);
|
||||||
int j = 0;
|
int j = 0;
|
||||||
for (auto &iter : samplers) {
|
for (auto &iter : samplers) {
|
||||||
if (nullptr != iter.second.weight) {
|
if (nullptr != iter.second.weight) {
|
||||||
|
@ -1341,8 +1381,6 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
|
||||||
|
|
||||||
ai_anim->mDuration = maxDuration;
|
ai_anim->mDuration = maxDuration;
|
||||||
ai_anim->mTicksPerSecond = 1000.0;
|
ai_anim->mTicksPerSecond = 1000.0;
|
||||||
|
|
||||||
mScene->mAnimations[i] = ai_anim;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1362,6 +1400,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
||||||
ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
|
ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
|
||||||
|
|
||||||
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
|
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
|
||||||
|
std::fill(mScene->mTextures, mScene->mTextures + numEmbeddedTexs, nullptr);
|
||||||
|
|
||||||
// Add the embedded textures
|
// Add the embedded textures
|
||||||
for (size_t i = 0; i < r.images.Size(); ++i) {
|
for (size_t i = 0; i < r.images.Size(); ++i) {
|
||||||
|
|
Loading…
Reference in New Issue