Merge branch 'master' into master
commit
e53fdf365e
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@ -43,7 +43,7 @@ __Importers__:
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- AMJ
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- ASE
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- ASK
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- B3D;
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- B3D
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- BLEND (Blender)
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- BVH
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- COB
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@ -181,13 +181,17 @@ namespace glTF2
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#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
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#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
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#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
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#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
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#ifdef ASSIMP_API
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#include "./../include/assimp/Compiler/pushpack1.h"
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#endif
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@ -584,7 +584,7 @@ namespace glTF2 {
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if (bodyBuffer->byteLength > 0) {
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rapidjson::Value glbBodyBuffer;
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glbBodyBuffer.SetObject();
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glbBodyBuffer.AddMember("byteLength", bodyBuffer->byteLength, mAl);
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glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
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mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
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}
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@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
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return &desc;
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}
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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@ -211,63 +211,90 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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}
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}
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static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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{
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aiMaterial* aimat = new aiMaterial();
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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return aimat;
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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{
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mScene->mNumMaterials = unsigned(r.materials.Size());
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const unsigned int numImportedMaterials = unsigned(r.materials.Size());
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Material defaultMaterial;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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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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Material& mat = r.materials[i];
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
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}
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}
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@ -479,6 +506,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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}
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else {
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aim->mMaterialIndex = mScene->mNumMaterials - 1;
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}
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}
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}
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@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
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aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
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// cameras point in -Z by default, rest is specified in node transform
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aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
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if (cam.type == Camera::Perspective) {
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aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
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@ -98,14 +98,14 @@ 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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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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22
doc/dox.h
22
doc/dox.h
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@ -561,17 +561,27 @@ The output UV coordinate system has its origin in the lower-left corner:
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@endcode
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Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
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All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
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which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
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A typical 4x4 matrix including a translational part looks like this:
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@code
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X1 Y1 Z1 T1
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X2 Y2 Z2 T2
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X3 Y3 Z3 T3
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0 0 0 1
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0 0 0 1
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@endcode
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with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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in DirectX functions, you have to transpose them.
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with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
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Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
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offset of the local origin (the translational part).
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All matrices in the library use row-major storage order. That means that the matrix elements are
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stored row-by-row, i.e. they end up like this in memory:
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<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>.
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Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
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matrix layout such that the translational part occupies three consecutive addresses in memory (so those
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matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
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the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
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the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
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to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
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column-major storage format.
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<hr>
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Reference in New Issue