Merge branch 'master' into dev/gltf-KHR_materials
parent
7bb4b3fb03
commit
07b59f539d
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@ -229,6 +229,7 @@ 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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aiMaterial *aimat = new aiMaterial();
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try {
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if (!mat.name.empty()) {
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aiString str(mat.name);
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@ -280,6 +281,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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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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@ -290,6 +292,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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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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@ -301,6 +304,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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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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@ -311,6 +315,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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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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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->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) {
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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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aim->mNumAnimMeshes = (unsigned int)targets.size();
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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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bool needPositions = targets[i].position.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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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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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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mScene->mNumCameras = 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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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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mScene->mNumLights = 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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Light &light = r.lights[i];
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@ -927,9 +941,11 @@ 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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try {
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if (!node.children.empty()) {
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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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aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
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@ -967,6 +983,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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mesh->mNumBones = static_cast<unsigned int>(numBones);
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mesh->mBones = new aiBone *[mesh->mNumBones];
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std::fill(mesh->mBones, mesh->mBones + mesh->mNumBones, nullptr);
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// GLTF and Assimp choose to store bone weights differently.
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// GLTF has each vertex specify which bones influence the vertex.
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@ -1050,6 +1067,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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}
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return ainode;
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} catch (...) {
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delete ainode;
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throw;
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}
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}
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void glTF2Importer::ImportNodes(glTF2::Asset &r) {
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@ -1065,14 +1086,16 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
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if (numRootNodes == 1) { // a single root node: use it
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mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
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} else if (numRootNodes > 1) { // more than one root node: create a fake root
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aiNode *root = new aiNode("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) {
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aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
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node->mParent = root;
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root->mChildren[root->mNumChildren++] = node;
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}
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mScene->mRootNode = root;
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} else {
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mScene->mRootNode = new aiNode("ROOT");
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}
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@ -1095,6 +1118,8 @@ struct AnimationSamplers {
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aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
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aiNodeAnim *anim = new aiNodeAnim();
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try {
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anim->mNodeName = GetNodeName(node);
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static const float kMillisecondsFromSeconds = 1000.f;
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@ -1176,10 +1201,16 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
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}
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return anim;
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} catch (...) {
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delete anim;
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throw;
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}
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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 {
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anim->mName = GetNodeName(node);
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static const float kMillisecondsFromSeconds = 1000.f;
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@ -1215,13 +1246,17 @@ aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSampler
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}
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return anim;
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} catch (...) {
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delete anim;
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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;
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for (unsigned int c = 0; c < anim.channels.size(); ++c) {
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Animation::Channel &channel = anim.channels[c];
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if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
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if (channel.sampler < 0 || channel.sampler >= static_cast<int>(anim.samplers.size())) {
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continue;
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}
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@ -1253,10 +1288,13 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
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}
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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];
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aiAnimation *ai_anim = new aiAnimation();
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ai_anim->mName = anim.name;
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ai_anim->mDuration = 0;
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ai_anim->mTicksPerSecond = 0;
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@ -1278,6 +1316,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
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ai_anim->mNumChannels = numChannels;
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if (ai_anim->mNumChannels > 0) {
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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;
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for (auto &iter : samplers) {
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if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
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ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
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if (ai_anim->mNumMorphMeshChannels > 0) {
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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;
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for (auto &iter : samplers) {
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if (nullptr != iter.second.weight) {
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ai_anim->mDuration = maxDuration;
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ai_anim->mTicksPerSecond = 1000.0;
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mScene->mAnimations[i] = ai_anim;
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}
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}
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@ -1362,6 +1400,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
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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
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for (size_t i = 0; i < r.images.Size(); ++i) {
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