define CheckValidFacesIndices also in release builds.
parent
6205af4efb
commit
ae05dbb252
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@ -48,12 +48,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <memory>
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@ -69,8 +69,7 @@ static const aiImporterDesc desc = {
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
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| aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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0,
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0,
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0,
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@ -78,11 +77,8 @@ static const aiImporterDesc desc = {
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"gltf glb"
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};
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glTFImporter::glTFImporter()
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: BaseImporter()
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, meshOffsets()
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, embeddedTexIdxs()
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, mScene( nullptr ) {
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glTFImporter::glTFImporter() :
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BaseImporter(), meshOffsets(), embeddedTexIdxs(), mScene(nullptr) {
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// empty
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}
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@ -90,11 +86,11 @@ glTFImporter::~glTFImporter() {
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// empty
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}
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const aiImporterDesc* glTFImporter::GetInfo() const {
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const aiImporterDesc *glTFImporter::GetInfo() const {
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return &desc;
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}
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const {
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bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb") {
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@ -115,9 +111,8 @@ bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
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return false;
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}
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inline
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void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
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aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx) {
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inline void SetMaterialColorProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, glTF::TexProperty prop, aiMaterial *mat,
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aiTextureType texType, const char *pKey, unsigned int type, unsigned int idx) {
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if (prop.texture) {
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if (prop.texture->source) {
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aiString uri(prop.texture->source->uri);
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@ -138,22 +133,22 @@ void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, g
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}
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}
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void glTFImporter::ImportMaterials(glTF::Asset& r) {
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void glTFImporter::ImportMaterials(glTF::Asset &r) {
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mScene->mNumMaterials = unsigned(r.materials.Size());
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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aiMaterial *aimat = mScene->mMaterials[i] = new aiMaterial();
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Material& mat = r.materials[i];
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Material &mat = r.materials[i];
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/*if (!mat.name.empty())*/ {
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aiString str(mat.id /*mat.name*/);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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@ -172,29 +167,25 @@ void glTFImporter::ImportMaterials(glTF::Asset& r) {
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mScene->mNumMaterials = 1;
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// Delete the array of length zero created above.
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delete[] mScene->mMaterials;
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mScene->mMaterials = new aiMaterial*[1];
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mScene->mMaterials = new aiMaterial *[1];
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mScene->mMaterials[0] = new aiMaterial();
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}
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}
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static inline void SetFace(aiFace& face, int a)
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{
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static inline void SetFace(aiFace &face, int a) {
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face.mNumIndices = 1;
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face.mIndices = new unsigned int[1];
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face.mIndices[0] = a;
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}
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static inline void SetFace(aiFace& face, int a, int b)
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{
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static inline void SetFace(aiFace &face, int a, int b) {
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face.mNumIndices = 2;
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face.mIndices = new unsigned int[2];
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face.mIndices[0] = a;
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face.mIndices[1] = b;
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}
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static inline void SetFace(aiFace& face, int a, int b, int c)
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{
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static inline void SetFace(aiFace &face, int a, int b, int c) {
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = a;
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@ -202,9 +193,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
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face.mIndices[2] = c;
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}
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#ifdef ASSIMP_BUILD_DEBUG
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static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
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{
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static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) {
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for (unsigned i = 0; i < nFaces; ++i) {
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for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
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unsigned idx = faces[i].mIndices[j];
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@ -214,105 +203,98 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
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}
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return true;
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}
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#endif // ASSIMP_BUILD_DEBUG
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void glTFImporter::ImportMeshes(glTF::Asset& r)
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{
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std::vector<aiMesh*> meshes;
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void glTFImporter::ImportMeshes(glTF::Asset &r) {
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std::vector<aiMesh *> meshes;
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unsigned int k = 0;
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meshOffsets.clear();
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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Mesh& mesh = r.meshes[m];
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Mesh &mesh = r.meshes[m];
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// Check if mesh extensions is used
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if(mesh.Extension.size() > 0)
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{
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for(Mesh::SExtension* cur_ext : mesh.Extension)
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{
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// Check if mesh extensions is used
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if (mesh.Extension.size() > 0) {
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for (Mesh::SExtension *cur_ext : mesh.Extension) {
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
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{
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// Limitations for meshes when using Open3DGC-compression.
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// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
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// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
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// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
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// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
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// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
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// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
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// of primitive must point to one continuous region of the buffer.
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if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
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if (cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC) {
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// Limitations for meshes when using Open3DGC-compression.
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// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
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// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
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// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
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// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
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// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
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// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
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// of primitive must point to one continuous region of the buffer.
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if (mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
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Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
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Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
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Mesh::SCompression_Open3DGC *o3dgc_ext = (Mesh::SCompression_Open3DGC *)cur_ext;
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Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
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buf->EncodedRegion_SetCurrent(mesh.id);
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}
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else
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buf->EncodedRegion_SetCurrent(mesh.id);
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} else
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#endif
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{
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throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
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"\"), only Open3DGC is supported.");
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}
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}
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}// if(mesh.Extension.size() > 0)
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{
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throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
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"\"), only Open3DGC is supported.");
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}
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}
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} // if(mesh.Extension.size() > 0)
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meshOffsets.push_back(k);
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meshOffsets.push_back(k);
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k += unsigned(mesh.primitives.size());
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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Mesh::Primitive& prim = mesh.primitives[p];
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Mesh::Primitive &prim = mesh.primitives[p];
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aiMesh* aim = new aiMesh();
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aiMesh *aim = new aiMesh();
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meshes.push_back(aim);
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aim->mName = mesh.id;
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if (mesh.primitives.size() > 1) {
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ai_uint32& len = aim->mName.length;
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ai_uint32 &len = aim->mName.length;
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aim->mName.data[len] = '-';
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len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
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}
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switch (prim.mode) {
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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}
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Mesh::Primitive::Attributes& attr = prim.attributes;
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Mesh::Primitive::Attributes &attr = prim.attributes;
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if (attr.position.size() > 0 && attr.position[0]) {
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if (attr.position.size() > 0 && attr.position[0]) {
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aim->mNumVertices = attr.position[0]->count;
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attr.position[0]->ExtractData(aim->mVertices);
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}
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}
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if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
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if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D* values = aim->mTextureCoords[tc];
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aiVector3D *values = aim->mTextureCoords[tc];
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for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
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values[i].y = 1 - values[i].y; // Flip Y coords
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}
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}
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aiFace* faces = 0;
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aiFace *faces = 0;
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unsigned int nFaces = 0;
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if (prim.indices) {
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@ -322,76 +304,75 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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ai_assert(data.IsValid());
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], data.GetUInt(i));
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}
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break;
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], data.GetUInt(i));
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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if (nFaces * 3 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
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count = nFaces * 3;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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break;
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}
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}
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else { // no indices provided so directly generate from counts
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// use the already determined count as it includes checks
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
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}
|
||||
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
|
||||
|
||||
|
|
Loading…
Reference in New Issue