Compile with glTF2 export option (currently same as glTF1 output)
parent
38626d4260
commit
d7cbbaf23e
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@ -661,6 +661,12 @@ ADD_ASSIMP_IMPORTER( GLTF
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glTFImporter.h
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glTFExporter.h
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glTFExporter.cpp
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glTF2Asset.h
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glTF2Asset.inl
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glTF2AssetWriter.h
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glTF2AssetWriter.inl
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glTF2Exporter.h
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glTF2Exporter.cpp
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)
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ADD_ASSIMP_IMPORTER( 3MF
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@ -90,6 +90,7 @@ void ExportScenePlyBinary(const char*, IOSystem*, const aiScene*, const ExportPr
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void ExportScene3DS(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLTF(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLB(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLTF2(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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@ -144,6 +145,8 @@ Exporter::ExportFormatEntry gExporters[] =
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType),
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Exporter::ExportFormatEntry( "glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType),
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Exporter::ExportFormatEntry( "gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType),
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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@ -46,8 +46,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* KHR_binary_glTF: full
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* KHR_materials_common: full
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*/
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#ifndef GLTFASSET_H_INC
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#define GLTFASSET_H_INC
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#ifndef GLTF2ASSET_H_INC
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#define GLTF2ASSET_H_INC
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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@ -89,7 +89,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# endif
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#endif
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namespace glTF
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namespace glTF2
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{
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#ifdef ASSIMP_API
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using Assimp::IOStream;
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@ -1187,8 +1187,8 @@ namespace glTF
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}
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// Include the implementation of the methods
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#include "glTFAsset.inl"
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#include "glTF2Asset.inl"
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#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
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#endif // GLTFASSET_H_INC
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#endif // GLTF2ASSET_H_INC
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@ -51,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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namespace glTF {
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namespace glTF2 {
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namespace {
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@ -46,14 +46,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* KHR_binary_glTF: full
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* KHR_materials_common: full
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*/
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#ifndef GLTFASSETWRITER_H_INC
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#define GLTFASSETWRITER_H_INC
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#ifndef GLTF2ASSETWRITER_H_INC
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#define GLTF2ASSETWRITER_H_INC
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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#include "glTFAsset.h"
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#include "glTF2Asset.h"
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namespace glTF
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namespace glTF2
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{
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using rapidjson::MemoryPoolAllocator;
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@ -88,8 +88,8 @@ public:
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}
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// Include the implementation of the methods
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#include "glTFAssetWriter.inl"
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#include "glTF2AssetWriter.inl"
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#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
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#endif // GLTFASSETWRITER_H_INC
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#endif // GLTF2ASSETWRITER_H_INC
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@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <rapidjson/writer.h>
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#include <rapidjson/prettywriter.h>
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namespace glTF {
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namespace glTF2 {
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using rapidjson::StringBuffer;
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using rapidjson::PrettyWriter;
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@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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#include "glTFExporter.h"
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#include "glTF2Exporter.h"
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#include "Exceptional.h"
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#include "StringComparison.h"
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@ -60,7 +60,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <memory>
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#include <inttypes.h>
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#include "glTFAssetWriter.h"
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#include "glTF2AssetWriter.h"
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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// Header files, Open3DGC.
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@ -70,29 +70,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace rapidjson;
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using namespace Assimp;
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using namespace glTF;
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using namespace glTF2;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
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void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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void ExportSceneGLTF2(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
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void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
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glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, false);
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}
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} // end of namespace Assimp
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glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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const ExportProperties* pProperties, bool isBinary)
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: mFilename(filename)
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, mIOSystem(pIOSystem)
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@ -112,7 +104,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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mScene = sceneCopy.get();
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mAsset.reset( new glTF::Asset( pIOSystem ) );
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mAsset.reset( new Asset( pIOSystem ) );
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if (isBinary) {
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mAsset->SetAsBinary();
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@ -138,7 +130,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportAnimations();
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glTF::AssetWriter writer(*mAsset);
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AssetWriter writer(*mAsset);
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if (isBinary) {
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writer.WriteGLBFile(filename);
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@ -151,7 +143,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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* Copy a 4x4 matrix from struct aiMatrix to typedef mat4.
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* Also converts from row-major to column-major storage.
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*/
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static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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static void CopyValue(const aiMatrix4x4& v, mat4& o)
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{
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o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
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o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2;
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@ -167,7 +159,7 @@ static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
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o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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}
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static void IdentityMatrix4(glTF::mat4& o)
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static void IdentityMatrix4(mat4& o)
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{
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
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@ -248,7 +240,7 @@ namespace {
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}
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}
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void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
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void glTF2Exporter::GetTexSampler(const aiMaterial* mat, TexProperty& prop)
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{
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std::string samplerId = mAsset->FindUniqueID("", "sampler");
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prop.texture->sampler = mAsset->samplers.Create(samplerId);
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@ -294,7 +286,7 @@ void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
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prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
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}
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void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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void glTF2Exporter::GetMatColorOrTex(const aiMaterial* mat, TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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{
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aiString tex;
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aiColor4D col;
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@ -346,7 +338,7 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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}
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void glTFExporter::ExportMaterials()
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void glTF2Exporter::ExportMaterials()
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{
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aiString aiName;
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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@ -496,7 +488,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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delete[] vertexJointData;
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}
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void glTFExporter::ExportMeshes()
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void glTF2Exporter::ExportMeshes()
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{
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// Not for
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// using IndicesType = decltype(aiFace::mNumIndices);
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@ -768,7 +760,7 @@ void glTFExporter::ExportMeshes()
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* Export the root node of the node hierarchy.
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* Calls ExportNode for all children.
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*/
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unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode* n)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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@ -793,7 +785,7 @@ unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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* Export node and recursively calls ExportNode for all children.
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* Since these nodes are not the root node, we also export the parent Ref<Node>
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*/
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unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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}
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void glTFExporter::ExportScene()
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void glTF2Exporter::ExportScene()
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{
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const char* sceneName = "defaultScene";
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Ref<Scene> scene = mAsset->scenes.Create(sceneName);
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@ -831,9 +823,9 @@ void glTFExporter::ExportScene()
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mAsset->scene = scene;
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}
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void glTFExporter::ExportMetadata()
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void glTF2Exporter::ExportMetadata()
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{
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glTF::AssetMetadata& asset = mAsset->asset;
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AssetMetadata& asset = mAsset->asset;
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asset.version = 1;
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char buffer[256];
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@ -931,7 +923,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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}
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}
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void glTFExporter::ExportAnimations()
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void glTF2Exporter::ExportAnimations()
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{
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Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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@ -42,8 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file GltfExporter.h
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* Declares the exporter class to write a scene to a gltf/glb file
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*/
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#ifndef AI_GLTFEXPORTER_H_INC
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#define AI_GLTFEXPORTER_H_INC
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#ifndef AI_GLTF2EXPORTER_H_INC
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#define AI_GLTF2EXPORTER_H_INC
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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struct aiNode;
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struct aiMaterial;
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namespace glTF
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namespace glTF2
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{
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template<class T>
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class Ref;
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// ------------------------------------------------------------------------------------------------
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/** Helper class to export a given scene to an glTF file. */
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// ------------------------------------------------------------------------------------------------
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class glTFExporter
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class glTF2Exporter
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{
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public:
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/// Constructor for a specific scene to export
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glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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const ExportProperties* pProperties, bool binary);
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private:
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std::map<std::string, unsigned int> mTexturesByPath;
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std::shared_ptr<glTF::Asset> mAsset;
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std::shared_ptr<glTF2::Asset> mAsset;
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std::vector<unsigned char> mBodyData;
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void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
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void GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop);
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void GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt);
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void GetTexSampler(const aiMaterial* mat, glTF2::TexProperty& prop);
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void GetMatColorOrTex(const aiMaterial* mat, glTF2::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt);
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void ExportMetadata();
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void ExportMaterials();
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void ExportMeshes();
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unsigned int ExportNodeHierarchy(const aiNode* n);
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unsigned int ExportNode(const aiNode* node, glTF::Ref<glTF::Node>& parent);
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unsigned int ExportNode(const aiNode* node, glTF2::Ref<glTF2::Node>& parent);
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void ExportScene();
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void ExportAnimations();
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};
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@ -115,4 +115,4 @@ namespace Assimp
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#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
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#endif // AI_GLTFEXPORTER_H_INC
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#endif // AI_GLTF2EXPORTER_H_INC
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