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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@ -214,26 +203,21 @@ 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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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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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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@ -242,34 +226,33 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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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 (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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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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} 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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} // if(mesh.Extension.size() > 0)
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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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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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aim->mNumVertices = attr.position[0]->count;
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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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}
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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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} 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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unsigned int count = aim->mNumVertices;
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CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
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}
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void glTFImporter::ImportCameras(glTF::Asset& r) {
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void glTFImporter::ImportCameras(glTF::Asset &r) {
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if (!r.cameras.Size()) {
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return;
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}
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mScene->mNumCameras = r.cameras.Size();
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mScene->mCameras = new aiCamera*[r.cameras.Size()];
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mScene->mCameras = new aiCamera *[r.cameras.Size()];
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for (size_t i = 0; i < r.cameras.Size(); ++i) {
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Camera& cam = r.cameras[i];
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Camera &cam = r.cameras[i];
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aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
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aiCamera *aicam = mScene->mCameras[i] = new aiCamera();
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if (cam.type == Camera::Perspective) {
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aicam->mAspect = cam.perspective.aspectRatio;
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}
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}
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void glTFImporter::ImportLights(glTF::Asset& r)
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{
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void glTFImporter::ImportLights(glTF::Asset &r) {
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if (!r.lights.Size()) return;
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mScene->mNumLights = r.lights.Size();
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mScene->mLights = new aiLight*[r.lights.Size()];
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mScene->mLights = new aiLight *[r.lights.Size()];
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for (size_t i = 0; i < r.lights.Size(); ++i) {
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Light& l = r.lights[i];
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Light &l = r.lights[i];
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aiLight* ail = mScene->mLights[i] = new aiLight();
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aiLight *ail = mScene->mLights[i] = new aiLight();
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switch (l.type) {
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case Light::Type_directional:
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ail->mType = aiLightSource_DIRECTIONAL; break;
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ail->mType = aiLightSource_DIRECTIONAL;
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break;
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case Light::Type_spot:
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ail->mType = aiLightSource_SPOT; break;
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ail->mType = aiLightSource_SPOT;
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break;
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case Light::Type_ambient:
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ail->mType = aiLightSource_AMBIENT; break;
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ail->mType = aiLightSource_AMBIENT;
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break;
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default: // Light::Type_point
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ail->mType = aiLightSource_POINT; break;
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ail->mType = aiLightSource_POINT;
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break;
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}
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CopyValue(l.color, ail->mColorAmbient);
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}
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}
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aiNode *ImportNode(aiScene *pScene, glTF::Asset &r, std::vector<unsigned int> &meshOffsets, glTF::Ref<glTF::Node> &ptr) {
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Node &node = *ptr;
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aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
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{
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Node& node = *ptr;
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aiNode* ainode = new aiNode(node.id);
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aiNode *ainode = new aiNode(node.id);
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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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ainode->mChildren = new aiNode *[ainode->mNumChildren];
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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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ainode->mChildren[i] = child;
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}
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}
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aiMatrix4x4& matrix = ainode->mTransformation;
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aiMatrix4x4 &matrix = ainode->mTransformation;
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if (node.matrix.isPresent) {
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CopyValue(node.matrix.value, matrix);
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}
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else {
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} else {
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if (node.translation.isPresent) {
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aiVector3D trans;
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CopyValue(node.translation.value, trans);
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matrix = s * matrix;
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}
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if (node.rotation.isPresent) {
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aiQuaternion rot;
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CopyValue(node.rotation.value, rot);
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@ -629,22 +609,20 @@ aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& m
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return ainode;
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}
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void glTFImporter::ImportNodes(glTF::Asset& r)
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{
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void glTFImporter::ImportNodes(glTF::Asset &r) {
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if (!r.scene) return;
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std::vector< Ref<Node> > rootNodes = r.scene->nodes;
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std::vector<Ref<Node>> rootNodes = r.scene->nodes;
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// The root nodes
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unsigned int numRootNodes = unsigned(rootNodes.size());
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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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}
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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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root->mChildren = new aiNode*[numRootNodes];
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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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root->mChildren = new aiNode *[numRootNodes];
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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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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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@ -656,8 +634,7 @@ void glTFImporter::ImportNodes(glTF::Asset& r)
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//}
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}
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void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
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{
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void glTFImporter::ImportEmbeddedTextures(glTF::Asset &r) {
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embeddedTexIdxs.resize(r.images.Size(), -1);
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int numEmbeddedTexs = 0;
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@ -669,7 +646,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
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if (numEmbeddedTexs == 0)
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return;
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mScene->mTextures = new aiTexture*[numEmbeddedTexs];
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mScene->mTextures = new aiTexture *[numEmbeddedTexs];
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// 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