define CheckValidFacesIndices also in release builds.

pull/3296/head
Kim Kulling 2020-06-23 21:11:18 +02:00
parent 6205af4efb
commit ae05dbb252
1 changed files with 186 additions and 217 deletions

View File

@ -48,12 +48,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/commonMetaData.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <memory>
@ -69,8 +69,7 @@ static const aiImporterDesc desc = {
"",
"",
"",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
| aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
@ -78,11 +77,8 @@ static const aiImporterDesc desc = {
"gltf glb"
};
glTFImporter::glTFImporter()
: BaseImporter()
, meshOffsets()
, embeddedTexIdxs()
, mScene( nullptr ) {
glTFImporter::glTFImporter() :
BaseImporter(), meshOffsets(), embeddedTexIdxs(), mScene(nullptr) {
// empty
}
@ -90,11 +86,11 @@ glTFImporter::~glTFImporter() {
// empty
}
const aiImporterDesc* glTFImporter::GetInfo() const {
const aiImporterDesc *glTFImporter::GetInfo() const {
return &desc;
}
bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const {
bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
const std::string &extension = GetExtension(pFile);
if (extension != "gltf" && extension != "glb") {
@ -115,9 +111,8 @@ bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
return false;
}
inline
void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx) {
inline void SetMaterialColorProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, glTF::TexProperty prop, aiMaterial *mat,
aiTextureType texType, const char *pKey, unsigned int type, unsigned int idx) {
if (prop.texture) {
if (prop.texture->source) {
aiString uri(prop.texture->source->uri);
@ -138,22 +133,22 @@ void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, g
}
}
void glTFImporter::ImportMaterials(glTF::Asset& r) {
void glTFImporter::ImportMaterials(glTF::Asset &r) {
mScene->mNumMaterials = unsigned(r.materials.Size());
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
aiMaterial *aimat = mScene->mMaterials[i] = new aiMaterial();
Material& mat = r.materials[i];
Material &mat = r.materials[i];
/*if (!mat.name.empty())*/ {
aiString str(mat.id /*mat.name*/);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
@ -172,29 +167,25 @@ void glTFImporter::ImportMaterials(glTF::Asset& r) {
mScene->mNumMaterials = 1;
// Delete the array of length zero created above.
delete[] mScene->mMaterials;
mScene->mMaterials = new aiMaterial*[1];
mScene->mMaterials = new aiMaterial *[1];
mScene->mMaterials[0] = new aiMaterial();
}
}
static inline void SetFace(aiFace& face, int a)
{
static inline void SetFace(aiFace &face, int a) {
face.mNumIndices = 1;
face.mIndices = new unsigned int[1];
face.mIndices[0] = a;
}
static inline void SetFace(aiFace& face, int a, int b)
{
static inline void SetFace(aiFace &face, int a, int b) {
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = a;
face.mIndices[1] = b;
}
static inline void SetFace(aiFace& face, int a, int b, int c)
{
static inline void SetFace(aiFace &face, int a, int b, int c) {
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = a;
@ -202,9 +193,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
face.mIndices[2] = c;
}
#ifdef ASSIMP_BUILD_DEBUG
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
{
static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) {
for (unsigned i = 0; i < nFaces; ++i) {
for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
unsigned idx = faces[i].mIndices[j];
@ -214,105 +203,98 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
}
return true;
}
#endif // ASSIMP_BUILD_DEBUG
void glTFImporter::ImportMeshes(glTF::Asset& r)
{
std::vector<aiMesh*> meshes;
void glTFImporter::ImportMeshes(glTF::Asset &r) {
std::vector<aiMesh *> meshes;
unsigned int k = 0;
meshOffsets.clear();
for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
Mesh& mesh = r.meshes[m];
Mesh &mesh = r.meshes[m];
// Check if mesh extensions is used
if(mesh.Extension.size() > 0)
{
for(Mesh::SExtension* cur_ext : mesh.Extension)
{
// Check if mesh extensions is used
if (mesh.Extension.size() > 0) {
for (Mesh::SExtension *cur_ext : mesh.Extension) {
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
{
// Limitations for meshes when using Open3DGC-compression.
// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
// of primitive must point to one continuous region of the buffer.
if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
if (cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC) {
// Limitations for meshes when using Open3DGC-compression.
// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
// of primitive must point to one continuous region of the buffer.
if (mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
Mesh::SCompression_Open3DGC *o3dgc_ext = (Mesh::SCompression_Open3DGC *)cur_ext;
Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
buf->EncodedRegion_SetCurrent(mesh.id);
}
else
buf->EncodedRegion_SetCurrent(mesh.id);
} else
#endif
{
throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
"\"), only Open3DGC is supported.");
}
}
}// if(mesh.Extension.size() > 0)
{
throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
"\"), only Open3DGC is supported.");
}
}
} // if(mesh.Extension.size() > 0)
meshOffsets.push_back(k);
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];
Mesh::Primitive &prim = mesh.primitives[p];
aiMesh* aim = new aiMesh();
aiMesh *aim = new aiMesh();
meshes.push_back(aim);
aim->mName = mesh.id;
if (mesh.primitives.size() > 1) {
ai_uint32& len = aim->mName.length;
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_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
}
Mesh::Primitive::Attributes& attr = prim.attributes;
Mesh::Primitive::Attributes &attr = prim.attributes;
if (attr.position.size() > 0 && attr.position[0]) {
if (attr.position.size() > 0 && attr.position[0]) {
aim->mNumVertices = attr.position[0]->count;
attr.position[0]->ExtractData(aim->mVertices);
}
}
if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
aiVector3D* values = aim->mTextureCoords[tc];
aiVector3D *values = aim->mTextureCoords[tc];
for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
values[i].y = 1 - values[i].y; // Flip Y coords
}
}
aiFace* faces = 0;
aiFace *faces = 0;
unsigned int nFaces = 0;
if (prim.indices) {
@ -322,76 +304,75 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
ai_assert(data.IsValid());
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], data.GetUInt(i));
}
break;
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], data.GetUInt(i));
}
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;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
}
break;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
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;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
}
break;
break;
}
}
else { // no indices provided so directly generate from counts
// use the already determined count as it includes checks
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;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
}
break;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
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;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
}
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) {
@ -484,22 +465,22 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
}
void glTFImporter::ImportCameras(glTF::Asset& r) {
void glTFImporter::ImportCameras(glTF::Asset &r) {
if (!r.cameras.Size()) {
return;
}
mScene->mNumCameras = r.cameras.Size();
mScene->mCameras = new aiCamera*[r.cameras.Size()];
mScene->mCameras = new aiCamera *[r.cameras.Size()];
for (size_t i = 0; i < r.cameras.Size(); ++i) {
Camera& cam = r.cameras[i];
Camera &cam = r.cameras[i];
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
aiCamera *aicam = mScene->mCameras[i] = new aiCamera();
if (cam.type == Camera::Perspective) {
aicam->mAspect = cam.perspective.aspectRatio;
aicam->mAspect = cam.perspective.aspectRatio;
aicam->mHorizontalFOV = cam.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
aicam->mClipPlaneFar = cam.perspective.zfar;
aicam->mClipPlaneFar = cam.perspective.zfar;
aicam->mClipPlaneNear = cam.perspective.znear;
} else {
aicam->mClipPlaneFar = cam.ortographic.zfar;
@ -513,30 +494,33 @@ void glTFImporter::ImportCameras(glTF::Asset& r) {
}
}
void glTFImporter::ImportLights(glTF::Asset& r)
{
void glTFImporter::ImportLights(glTF::Asset &r) {
if (!r.lights.Size()) return;
mScene->mNumLights = r.lights.Size();
mScene->mLights = new aiLight*[r.lights.Size()];
mScene->mLights = new aiLight *[r.lights.Size()];
for (size_t i = 0; i < r.lights.Size(); ++i) {
Light& l = r.lights[i];
Light &l = r.lights[i];
aiLight* ail = mScene->mLights[i] = new aiLight();
aiLight *ail = mScene->mLights[i] = new aiLight();
switch (l.type) {
case Light::Type_directional:
ail->mType = aiLightSource_DIRECTIONAL; break;
case Light::Type_directional:
ail->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Type_spot:
ail->mType = aiLightSource_SPOT; break;
case Light::Type_spot:
ail->mType = aiLightSource_SPOT;
break;
case Light::Type_ambient:
ail->mType = aiLightSource_AMBIENT; break;
case Light::Type_ambient:
ail->mType = aiLightSource_AMBIENT;
break;
default: // Light::Type_point
ail->mType = aiLightSource_POINT; break;
default: // Light::Type_point
ail->mType = aiLightSource_POINT;
break;
}
CopyValue(l.color, ail->mColorAmbient);
@ -546,35 +530,32 @@ void glTFImporter::ImportLights(glTF::Asset& r)
ail->mAngleOuterCone = l.falloffAngle;
ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
ail->mAttenuationConstant = l.constantAttenuation;
ail->mAttenuationLinear = l.linearAttenuation;
ail->mAttenuationConstant = l.constantAttenuation;
ail->mAttenuationLinear = l.linearAttenuation;
ail->mAttenuationQuadratic = l.quadraticAttenuation;
}
}
aiNode *ImportNode(aiScene *pScene, glTF::Asset &r, std::vector<unsigned int> &meshOffsets, glTF::Ref<glTF::Node> &ptr) {
Node &node = *ptr;
aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
{
Node& node = *ptr;
aiNode* ainode = new aiNode(node.id);
aiNode *ainode = new aiNode(node.id);
if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode*[ainode->mNumChildren];
ainode->mChildren = new aiNode *[ainode->mNumChildren];
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
child->mParent = ainode;
ainode->mChildren[i] = child;
}
}
aiMatrix4x4& matrix = ainode->mTransformation;
aiMatrix4x4 &matrix = ainode->mTransformation;
if (node.matrix.isPresent) {
CopyValue(node.matrix.value, matrix);
}
else {
} else {
if (node.translation.isPresent) {
aiVector3D trans;
CopyValue(node.translation.value, trans);
@ -591,7 +572,6 @@ aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& m
matrix = s * matrix;
}
if (node.rotation.isPresent) {
aiQuaternion rot;
CopyValue(node.rotation.value, rot);
@ -629,22 +609,20 @@ aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& m
return ainode;
}
void glTFImporter::ImportNodes(glTF::Asset& r)
{
void glTFImporter::ImportNodes(glTF::Asset &r) {
if (!r.scene) return;
std::vector< Ref<Node> > rootNodes = r.scene->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
aiNode* root = new aiNode("ROOT");
root->mChildren = new aiNode*[numRootNodes];
} else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode *root = new aiNode("ROOT");
root->mChildren = new aiNode *[numRootNodes];
for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
node->mParent = root;
root->mChildren[root->mNumChildren++] = node;
}
@ -656,8 +634,7 @@ void glTFImporter::ImportNodes(glTF::Asset& r)
//}
}
void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
{
void glTFImporter::ImportEmbeddedTextures(glTF::Asset &r) {
embeddedTexIdxs.resize(r.images.Size(), -1);
int numEmbeddedTexs = 0;
@ -669,7 +646,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
if (numEmbeddedTexs == 0)
return;
mScene->mTextures = new aiTexture*[numEmbeddedTexs];
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {
@ -679,18 +656,18 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
int idx = mScene->mNumTextures++;
embeddedTexIdxs[i] = idx;
aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
aiTexture *tex = mScene->mTextures[idx] = new aiTexture();
size_t length = img.GetDataLength();
void* data = img.StealData();
void *data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel*>(data);
tex->pcData = reinterpret_cast<aiTexel *>(data);
if (!img.mimeType.empty()) {
const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
const char *ext = strchr(img.mimeType.c_str(), '/') + 1;
if (ext) {
if (strcmp(ext, "jpeg") == 0) ext = "jpg";
@ -703,32 +680,26 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
}
}
void glTFImporter::ImportCommonMetadata(glTF::Asset& a)
{
void glTFImporter::ImportCommonMetadata(glTF::Asset &a) {
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
const bool hasGenerator = !a.asset.generator.empty();
const bool hasCopyright = !a.asset.copyright.empty();
if (hasVersion || hasGenerator || hasCopyright)
{
if (hasVersion || hasGenerator || hasCopyright) {
mScene->mMetaData = new aiMetadata;
if (hasVersion)
{
if (hasVersion) {
mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version));
}
if (hasGenerator)
{
if (hasGenerator) {
mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator));
}
if (hasCopyright)
{
if (hasCopyright) {
mScene->mMetaData->Add(AI_METADATA_SOURCE_COPYRIGHT, aiString(a.asset.copyright));
}
}
}
void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
void glTFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
// clean all member arrays
meshOffsets.clear();
embeddedTexIdxs.clear();
@ -739,7 +710,6 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
glTF::Asset asset(pIOHandler);
asset.Load(pFile, GetExtension(pFile) == "glb");
//
// Copy the data out
//
@ -761,4 +731,3 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
}
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER