diff --git a/code/glTF2Asset.h b/code/glTF2Asset.h index 0ce843d09..b4545baa2 100644 --- a/code/glTF2Asset.h +++ b/code/glTF2Asset.h @@ -766,10 +766,17 @@ namespace glTF2 Ref indices; Ref material; + + struct Target { + AccessorList position, normal, tangent; + }; + std::vector targets; }; std::vector primitives; + std::vector weights; + Mesh() {} /// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root) diff --git a/code/glTF2Asset.inl b/code/glTF2Asset.inl index 5aa658f61..5a87715ce 100644 --- a/code/glTF2Asset.inl +++ b/code/glTF2Asset.inl @@ -931,6 +931,21 @@ namespace { else return false; return true; } + + inline bool GetAttribTargetVector(Mesh::Primitive& p, const int targetIndex, const char* attr, Mesh::AccessorList*& v, int& pos) + { + if ((pos = Compare(attr, "POSITION"))) { + v = &(p.targets[targetIndex].position); + } + else if ((pos = Compare(attr, "NORMAL"))) { + v = &(p.targets[targetIndex].normal); + } + else if ((pos = Compare(attr, "TANGENT"))) { + v = &(p.targets[targetIndex].tangent); + } + else return false; + return true; + } } inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root) @@ -965,6 +980,26 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root) } } + if (Value* targetsArray = FindArray(primitive, "targets")) { + prim.targets.resize(targetsArray->Size()); + for (unsigned int i = 0; i < targetsArray->Size(); ++i) { + Value& target = (*targetsArray)[i]; + if (!target.IsObject()) continue; + for (Value::MemberIterator it = target.MemberBegin(); it != target.MemberEnd(); ++it) { + if (!it->value.IsUint()) continue; + const char* attr = it->name.GetString(); + // Valid attribute semantics include POSITION, NORMAL, TANGENT + int undPos = 0; + Mesh::AccessorList* vec = 0; + if (GetAttribTargetVector(prim, i, attr, vec, undPos)) { + size_t idx = (attr[undPos] == '_') ? atoi(attr + undPos + 1) : 0; + if ((*vec).size() <= idx) (*vec).resize(idx + 1); + (*vec)[idx] = pAsset_Root.accessors.Retrieve(it->value.GetUint()); + } + } + } + } + if (Value* indices = FindUInt(primitive, "indices")) { prim.indices = pAsset_Root.accessors.Retrieve(indices->GetUint()); } @@ -974,6 +1009,16 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root) } } } + + if (Value* weights = FindArray(pJSON_Object, "weights")) { + this->weights.resize(weights->Size()); + for (unsigned int i = 0; i < weights->Size(); ++i) { + Value& weightValue = (*weights)[i]; + if (weightValue.IsNumber()) { + this->weights[i] = weightValue.GetFloat(); + } + } + } } inline void Camera::Read(Value& obj, Asset& /*r*/) diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index 15c338716..ab1f9b13f 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include +#include #include @@ -65,6 +66,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. using namespace Assimp; using namespace glTF2; +namespace { + // generate bitangents from normals and tangents according to spec + struct Tangent { + aiVector3D xyz; + ai_real w; + }; +} // namespace // // glTF2Importer @@ -416,10 +424,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r) // only extract tangents if normals are present if (attr.tangent.size() > 0 && attr.tangent[0]) { // generate bitangents from normals and tangents according to spec - struct Tangent { - aiVector3D xyz; - ai_real w; - } *tangents = nullptr; + Tangent *tangents = nullptr; attr.tangent[0]->ExtractData(tangents); @@ -445,6 +450,52 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r) } } + std::vector& targets = prim.targets; + if (targets.size() > 0) { + aim->mNumAnimMeshes = targets.size(); + aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes]; + for (size_t i = 0; i < targets.size(); i++) { + aim->mAnimMeshes[i] = aiCreateAnimMesh(aim); + aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]); + Mesh::Primitive::Target& target = targets[i]; + + if (target.position.size() > 0) { + aiVector3D *positionDiff == nullptr; + target.position[0]->ExtractData(positionDiff); + for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { + aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId]; + } + delete [] positionDiff; + } + if (target.normal.size() > 0) { + aiVector3D *normalDiff == nullptr; + target.normal[0]->ExtractData(normalDiff); + for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { + aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId]; + } + delete [] normalDiff; + } + if (target.tangent.size() > 0) { + Tangent *tangent = nullptr; + attr.tangent[0]->ExtractData(tangent); + + aiVector3D *tangentDiff = nullptr; + target.tangent[0]->ExtractData(tangentDiff); + + for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) { + tangent[vertexId].xyz += tangentDiff[vertexId]; + aiAnimMesh.mTangents[vertexId] = tangent[vertexId]; + 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 (prim.indices) { aiFace* faces = 0;