From 9f880e221478f3b76d44abd2c84602701dd7030e Mon Sep 17 00:00:00 2001 From: Inho Lee Date: Fri, 16 Oct 2020 08:45:17 +0200 Subject: [PATCH 1/2] Fix glTF1 orthographic camera --- code/AssetLib/glTF/glTFAsset.inl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/code/AssetLib/glTF/glTFAsset.inl b/code/AssetLib/glTF/glTFAsset.inl index 41bdc508a..acda572c3 100644 --- a/code/AssetLib/glTF/glTFAsset.inl +++ b/code/AssetLib/glTF/glTFAsset.inl @@ -1060,7 +1060,7 @@ inline void Mesh::Decode_O3DGC(const SCompression_Open3DGC &pCompression_Open3DG inline void Camera::Read(Value &obj, Asset & /*r*/) { type = MemberOrDefault(obj, "type", Camera::Perspective); - const char *subobjId = (type == Camera::Orthographic) ? "ortographic" : "perspective"; + const char *subobjId = (type == Camera::Orthographic) ? "orthographic" : "perspective"; Value *it = FindObject(obj, subobjId); if (!it) throw DeadlyImportError("GLTF: Camera missing its parameters"); @@ -1071,10 +1071,10 @@ inline void Camera::Read(Value &obj, Asset & /*r*/) { perspective.zfar = MemberOrDefault(*it, "zfar", 100.f); perspective.znear = MemberOrDefault(*it, "znear", 0.01f); } else { - ortographic.xmag = MemberOrDefault(obj, "xmag", 1.f); - ortographic.ymag = MemberOrDefault(obj, "ymag", 1.f); - ortographic.zfar = MemberOrDefault(obj, "zfar", 100.f); - ortographic.znear = MemberOrDefault(obj, "znear", 0.01f); + ortographic.xmag = MemberOrDefault(*it, "xmag", 1.f); + ortographic.ymag = MemberOrDefault(*it, "ymag", 1.f); + ortographic.zfar = MemberOrDefault(*it, "zfar", 100.f); + ortographic.znear = MemberOrDefault(*it, "znear", 0.01f); } } From ad7f8910e96cd936b3de52a4dfd855caa636422e Mon Sep 17 00:00:00 2001 From: Inho Lee Date: Fri, 16 Oct 2020 17:09:17 +0200 Subject: [PATCH 2/2] Rollback the method to handle empty bones for GLTF2 A patch made the assimp to ignore empty bones. However, some assets can have bones which don't have weights but are connected to other bones. --- code/AssetLib/glTF2/glTF2Importer.cpp | 2047 ++++++++++++------------- 1 file changed, 1023 insertions(+), 1024 deletions(-) diff --git a/code/AssetLib/glTF2/glTF2Importer.cpp b/code/AssetLib/glTF2/glTF2Importer.cpp index 972154b5f..b1ba5b67b 100644 --- a/code/AssetLib/glTF2/glTF2Importer.cpp +++ b/code/AssetLib/glTF2/glTF2Importer.cpp @@ -69,8 +69,8 @@ using namespace glTFCommon; namespace { // generate bi-tangents from normals and tangents according to spec struct Tangent { - aiVector3D xyz; - ai_real w; + aiVector3D xyz; + ai_real w; }; } // namespace @@ -79,1283 +79,1282 @@ struct Tangent { // static const aiImporterDesc desc = { - "glTF2 Importer", - "", - "", - "", - aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental, - 0, - 0, - 0, - 0, - "gltf glb" + "glTF2 Importer", + "", + "", + "", + aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental, + 0, + 0, + 0, + 0, + "gltf glb" }; glTF2Importer::glTF2Importer() : - BaseImporter(), - meshOffsets(), - embeddedTexIdxs(), - mScene(nullptr) { - // empty + BaseImporter(), + meshOffsets(), + embeddedTexIdxs(), + mScene(nullptr) { + // empty } glTF2Importer::~glTF2Importer() { - // empty + // empty } const aiImporterDesc *glTF2Importer::GetInfo() const { - return &desc; + return &desc; } bool glTF2Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const { - const std::string &extension = GetExtension(pFile); + const std::string &extension = GetExtension(pFile); - if (extension != "gltf" && extension != "glb") { + if (extension != "gltf" && extension != "glb") { return false; - } + } - if (pIOHandler) { - glTF2::Asset asset(pIOHandler); - asset.Load(pFile, extension == "glb"); - std::string version = asset.asset.version; - return !version.empty() && version[0] == '2'; - } + if (pIOHandler) { + glTF2::Asset asset(pIOHandler); + asset.Load(pFile, extension == "glb"); + std::string version = asset.asset.version; + return !version.empty() && version[0] == '2'; + } - return false; + return false; } static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) { - switch (gltfWrapMode) { - case SamplerWrap::Mirrored_Repeat: - return aiTextureMapMode_Mirror; + switch (gltfWrapMode) { + case SamplerWrap::Mirrored_Repeat: + return aiTextureMapMode_Mirror; - case SamplerWrap::Clamp_To_Edge: - return aiTextureMapMode_Clamp; + case SamplerWrap::Clamp_To_Edge: + return aiTextureMapMode_Clamp; - case SamplerWrap::UNSET: - case SamplerWrap::Repeat: - default: - return aiTextureMapMode_Wrap; - } + case SamplerWrap::UNSET: + case SamplerWrap::Repeat: + default: + return aiTextureMapMode_Wrap; + } } inline void SetMaterialColorProperty(Asset & /*r*/, vec4 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) { - aiColor4D col; - CopyValue(prop, col); - mat->AddProperty(&col, 1, pKey, type, idx); + aiColor4D col; + CopyValue(prop, col); + mat->AddProperty(&col, 1, pKey, type, idx); } inline void SetMaterialColorProperty(Asset & /*r*/, vec3 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) { - aiColor4D col; - glTFCommon::CopyValue(prop, col); - mat->AddProperty(&col, 1, pKey, type, idx); + aiColor4D col; + glTFCommon::CopyValue(prop, col); + mat->AddProperty(&col, 1, pKey, type, idx); } inline void SetMaterialTextureProperty(std::vector &embeddedTexIdxs, Asset & /*r*/, glTF2::TextureInfo prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) { - if (prop.texture && prop.texture->source) { - aiString uri(prop.texture->source->uri); + if (prop.texture && prop.texture->source) { + aiString uri(prop.texture->source->uri); - int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()]; - if (texIdx != -1) { // embedded - // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture) - uri.data[0] = '*'; - uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx); - } + int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()]; + if (texIdx != -1) { // embedded + // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture) + uri.data[0] = '*'; + uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx); + } mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot)); mat->AddProperty(&prop.texCoord, 1, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(texType, texSlot)); - if (prop.textureTransformSupported) { - aiUVTransform transform; - transform.mScaling.x = prop.TextureTransformExt_t.scale[0]; - transform.mScaling.y = prop.TextureTransformExt_t.scale[1]; - transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated + if (prop.textureTransformSupported) { + aiUVTransform transform; + transform.mScaling.x = prop.TextureTransformExt_t.scale[0]; + transform.mScaling.y = prop.TextureTransformExt_t.scale[1]; + transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated - // A change of coordinates is required to map glTF UV transformations into the space used by - // Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp - // rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the - // texture origin. All three can be corrected for solely by a change of the translation since - // the transformations available are shape preserving. Note the importer already flips the V - // coordinate of the actual meshes during import. - const ai_real rcos(cos(-transform.mRotation)); - const ai_real rsin(sin(-transform.mRotation)); - transform.mTranslation.x = (static_cast( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0]; - transform.mTranslation.y = ((static_cast( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];; + // A change of coordinates is required to map glTF UV transformations into the space used by + // Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp + // rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the + // texture origin. All three can be corrected for solely by a change of the translation since + // the transformations available are shape preserving. Note the importer already flips the V + // coordinate of the actual meshes during import. + const ai_real rcos(cos(-transform.mRotation)); + const ai_real rsin(sin(-transform.mRotation)); + transform.mTranslation.x = (static_cast( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0]; + transform.mTranslation.y = ((static_cast( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];; - mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot); - } + mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot); + } - if (prop.texture->sampler) { - Ref sampler = prop.texture->sampler; + if (prop.texture->sampler) { + Ref sampler = prop.texture->sampler; - aiString name(sampler->name); - aiString id(sampler->id); + aiString name(sampler->name); + aiString id(sampler->id); - mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot)); - mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot)); + mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot)); + mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot)); - aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS); - aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT); - mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot)); - mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot)); + aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS); + aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT); + mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot)); + mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot)); - if (sampler->magFilter != SamplerMagFilter::UNSET) { - mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot)); - } + if (sampler->magFilter != SamplerMagFilter::UNSET) { + mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot)); + } - if (sampler->minFilter != SamplerMinFilter::UNSET) { - mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot)); - } - } - } + if (sampler->minFilter != SamplerMinFilter::UNSET) { + mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot)); + } + } + } } inline void SetMaterialTextureProperty(std::vector &embeddedTexIdxs, Asset &r, glTF2::NormalTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) { - SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); + SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); - if (prop.texture && prop.texture->source) { - mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot)); - } + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot)); + } } inline void SetMaterialTextureProperty(std::vector &embeddedTexIdxs, Asset &r, glTF2::OcclusionTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) { - SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); + SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); - if (prop.texture && prop.texture->source) { - mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot)); - } + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot)); + } } static aiMaterial *ImportMaterial(std::vector &embeddedTexIdxs, Asset &r, Material &mat) { - aiMaterial *aimat = new aiMaterial(); + aiMaterial *aimat = new aiMaterial(); - if (!mat.name.empty()) { - aiString str(mat.name); + if (!mat.name.empty()) { + aiString str(mat.name); - aimat->AddProperty(&str, AI_MATKEY_NAME); - } + aimat->AddProperty(&str, AI_MATKEY_NAME); + } - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR); + SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); + SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); - aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR); - aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR); + aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR); + aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR); - float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor; - roughnessAsShininess *= roughnessAsShininess * 1000; - aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS); + float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor; + roughnessAsShininess *= roughnessAsShininess * 1000; + aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE); - SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE); + SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE); - aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); + aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); - aiString alphaMode(mat.alphaMode); - aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE); - aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF); + aiString alphaMode(mat.alphaMode); + aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE); + aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF); - //pbrSpecularGlossiness - if (mat.pbrSpecularGlossiness.isPresent) { - PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; + //pbrSpecularGlossiness + if (mat.pbrSpecularGlossiness.isPresent) { + PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; - aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS); - SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR); + aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS); + SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); + SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR); - float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f; - aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS); - aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR); + float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f; + aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS); + aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); + SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR); - } - if (mat.unlit) { - aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT); - } + SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR); + } + if (mat.unlit) { + aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT); + } - return aimat; + return aimat; } void glTF2Importer::ImportMaterials(glTF2::Asset &r) { - const unsigned int numImportedMaterials = unsigned(r.materials.Size()); - ASSIMP_LOG_DEBUG_F("Importing ", numImportedMaterials, " materials"); - Material defaultMaterial; + const unsigned int numImportedMaterials = unsigned(r.materials.Size()); + ASSIMP_LOG_DEBUG_F("Importing ", numImportedMaterials, " materials"); + Material defaultMaterial; - mScene->mNumMaterials = numImportedMaterials + 1; - mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; - mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial); + mScene->mNumMaterials = numImportedMaterials + 1; + mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; + mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial); - for (unsigned int i = 0; i < numImportedMaterials; ++i) { - mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]); - } + for (unsigned int i = 0; i < numImportedMaterials; ++i) { + mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]); + } } static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) { - if (a >= numVertices) { - return; - } - face->mNumIndices = 1; - face->mIndices = new unsigned int[1]; - face->mIndices[0] = a; - ++face; + if (a >= numVertices) { + return; + } + face->mNumIndices = 1; + face->mIndices = new unsigned int[1]; + face->mIndices[0] = a; + ++face; } static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b) { - if ((a >= numVertices) || (b >= numVertices)) { - return; - } - face->mNumIndices = 2; - face->mIndices = new unsigned int[2]; - face->mIndices[0] = a; - face->mIndices[1] = b; - ++face; + if ((a >= numVertices) || (b >= numVertices)) { + return; + } + face->mNumIndices = 2; + face->mIndices = new unsigned int[2]; + face->mIndices[0] = a; + face->mIndices[1] = b; + ++face; } static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a, unsigned int b, unsigned int c) { - if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) { - return; - } - face->mNumIndices = 3; - face->mIndices = new unsigned int[3]; - face->mIndices[0] = a; - face->mIndices[1] = b; - face->mIndices[2] = c; - ++face; + if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) { + return; + } + face->mNumIndices = 3; + face->mIndices = new unsigned int[3]; + face->mIndices[0] = a; + face->mIndices[1] = b; + face->mIndices[2] = c; + ++face; } #ifdef ASSIMP_BUILD_DEBUG static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) { - for (unsigned i = 0; i < nFaces; ++i) { - for (unsigned j = 0; j < faces[i].mNumIndices; ++j) { - unsigned idx = faces[i].mIndices[j]; - if (idx >= nVerts) { - return false; - } - } - } - return true; + for (unsigned i = 0; i < nFaces; ++i) { + for (unsigned j = 0; j < faces[i].mNumIndices; ++j) { + unsigned idx = faces[i].mIndices[j]; + if (idx >= nVerts) { + return false; + } + } + } + return true; } #endif // ASSIMP_BUILD_DEBUG void glTF2Importer::ImportMeshes(glTF2::Asset &r) { - ASSIMP_LOG_DEBUG_F("Importing ", r.meshes.Size(), " meshes"); - std::vector> meshes; + ASSIMP_LOG_DEBUG_F("Importing ", r.meshes.Size(), " meshes"); + std::vector> meshes; - unsigned int k = 0; + unsigned int k = 0; meshOffsets.clear(); - for (unsigned int m = 0; m < r.meshes.Size(); ++m) { - Mesh &mesh = r.meshes[m]; + for (unsigned int m = 0; m < r.meshes.Size(); ++m) { + Mesh &mesh = r.meshes[m]; - meshOffsets.push_back(k); - k += unsigned(mesh.primitives.size()); + meshOffsets.push_back(k); + k += unsigned(mesh.primitives.size()); - for (unsigned int p = 0; p < mesh.primitives.size(); ++p) { - Mesh::Primitive &prim = mesh.primitives[p]; + for (unsigned int p = 0; p < mesh.primitives.size(); ++p) { + Mesh::Primitive &prim = mesh.primitives[p]; - aiMesh *aim = new aiMesh(); - meshes.push_back(std::unique_ptr(aim)); + aiMesh *aim = new aiMesh(); + meshes.push_back(std::unique_ptr(aim)); - aim->mName = mesh.name.empty() ? mesh.id : mesh.name; + aim->mName = mesh.name.empty() ? mesh.id : mesh.name; - if (mesh.primitives.size() > 1) { - ai_uint32 &len = aim->mName.length; - aim->mName.data[len] = '-'; - len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p); - } + if (mesh.primitives.size() > 1) { + ai_uint32 &len = aim->mName.length; + aim->mName.data[len] = '-'; + len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p); + } - switch (prim.mode) { - case PrimitiveMode_POINTS: - aim->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; + switch (prim.mode) { + case PrimitiveMode_POINTS: + aim->mPrimitiveTypes |= aiPrimitiveType_POINT; + break; - case PrimitiveMode_LINES: - case PrimitiveMode_LINE_LOOP: - case PrimitiveMode_LINE_STRIP: - aim->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; + case PrimitiveMode_LINES: + case PrimitiveMode_LINE_LOOP: + case PrimitiveMode_LINE_STRIP: + aim->mPrimitiveTypes |= aiPrimitiveType_LINE; + break; - case PrimitiveMode_TRIANGLES: - case PrimitiveMode_TRIANGLE_STRIP: - case PrimitiveMode_TRIANGLE_FAN: - aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - } + case PrimitiveMode_TRIANGLES: + case PrimitiveMode_TRIANGLE_STRIP: + case PrimitiveMode_TRIANGLE_FAN: + aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + break; + } - Mesh::Primitive::Attributes &attr = prim.attributes; + Mesh::Primitive::Attributes &attr = prim.attributes; - if (attr.position.size() > 0 && attr.position[0]) { - aim->mNumVertices = static_cast(attr.position[0]->count); - attr.position[0]->ExtractData(aim->mVertices); - } + if (attr.position.size() > 0 && attr.position[0]) { + aim->mNumVertices = static_cast(attr.position[0]->count); + attr.position[0]->ExtractData(aim->mVertices); + } - if (attr.normal.size() > 0 && attr.normal[0]) { - attr.normal[0]->ExtractData(aim->mNormals); + if (attr.normal.size() > 0 && attr.normal[0]) { + attr.normal[0]->ExtractData(aim->mNormals); - // only extract tangents if normals are present - if (attr.tangent.size() > 0 && attr.tangent[0]) { - // generate bitangents from normals and tangents according to spec - Tangent *tangents = nullptr; + // only extract tangents if normals are present + if (attr.tangent.size() > 0 && attr.tangent[0]) { + // generate bitangents from normals and tangents according to spec + Tangent *tangents = nullptr; - attr.tangent[0]->ExtractData(tangents); + attr.tangent[0]->ExtractData(tangents); - aim->mTangents = new aiVector3D[aim->mNumVertices]; - aim->mBitangents = new aiVector3D[aim->mNumVertices]; + aim->mTangents = new aiVector3D[aim->mNumVertices]; + aim->mBitangents = new aiVector3D[aim->mNumVertices]; - for (unsigned int i = 0; i < aim->mNumVertices; ++i) { - aim->mTangents[i] = tangents[i].xyz; - aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w; - } + for (unsigned int i = 0; i < aim->mNumVertices; ++i) { + aim->mTangents[i] = tangents[i].xyz; + aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w; + } - delete[] tangents; - } - } + delete[] tangents; + } + } - for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) { - if (attr.color[c]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name + - "\" does not match the vertex count"); - continue; - } - attr.color[c]->ExtractData(aim->mColors[c]); - } - for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) { + for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) { + if (attr.color[c]->count != aim->mNumVertices) { + DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name + + "\" does not match the vertex count"); + continue; + } + attr.color[c]->ExtractData(aim->mColors[c]); + } + for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) { if (!attr.texcoord[tc]) { DefaultLogger::get()->warn("Texture coordinate accessor not found or non-contiguous texture coordinate sets."); continue; } - if (attr.texcoord[tc]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name + - "\" does not match the vertex count"); - continue; - } + if (attr.texcoord[tc]->count != aim->mNumVertices) { + DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name + + "\" does not match the vertex count"); + continue; + } - attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]); - aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents(); + attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]); + aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents(); - aiVector3D *values = aim->mTextureCoords[tc]; - for (unsigned int i = 0; i < aim->mNumVertices; ++i) { - values[i].y = 1 - values[i].y; // Flip Y coords - } - } + aiVector3D *values = aim->mTextureCoords[tc]; + for (unsigned int i = 0; i < aim->mNumVertices; ++i) { + values[i].y = 1 - values[i].y; // Flip Y coords + } + } - std::vector &targets = prim.targets; - if (targets.size() > 0) { - aim->mNumAnimMeshes = (unsigned int)targets.size(); - aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes]; - for (size_t i = 0; i < targets.size(); i++) { - aim->mAnimMeshes[i] = aiCreateAnimMesh(aim); - aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]); - Mesh::Primitive::Target &target = targets[i]; + std::vector &targets = prim.targets; + if (targets.size() > 0) { + aim->mNumAnimMeshes = (unsigned int)targets.size(); + aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes]; + for (size_t i = 0; i < targets.size(); i++) { + aim->mAnimMeshes[i] = aiCreateAnimMesh(aim); + aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]); + Mesh::Primitive::Target &target = targets[i]; - if (target.position.size() > 0) { - aiVector3D *positionDiff = nullptr; - target.position[0]->ExtractData(positionDiff); - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { - aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId]; - } - delete[] positionDiff; - } - if (target.normal.size() > 0) { - aiVector3D *normalDiff = nullptr; - target.normal[0]->ExtractData(normalDiff); - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { - aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId]; - } - delete[] normalDiff; - } - if (target.tangent.size() > 0) { - Tangent *tangent = nullptr; - attr.tangent[0]->ExtractData(tangent); + if (target.position.size() > 0) { + aiVector3D *positionDiff = nullptr; + target.position[0]->ExtractData(positionDiff); + for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { + aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId]; + } + delete[] positionDiff; + } + if (target.normal.size() > 0) { + aiVector3D *normalDiff = nullptr; + target.normal[0]->ExtractData(normalDiff); + for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { + aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId]; + } + delete[] normalDiff; + } + if (target.tangent.size() > 0) { + Tangent *tangent = nullptr; + attr.tangent[0]->ExtractData(tangent); - aiVector3D *tangentDiff = nullptr; - target.tangent[0]->ExtractData(tangentDiff); + aiVector3D *tangentDiff = nullptr; + target.tangent[0]->ExtractData(tangentDiff); - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) { - tangent[vertexId].xyz += tangentDiff[vertexId]; - aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz; - aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w; - } - delete[] tangent; - delete[] tangentDiff; - } - if (mesh.weights.size() > i) { - aiAnimMesh.mWeight = mesh.weights[i]; - } - if (mesh.targetNames.size() > i) { - aiAnimMesh.mName = mesh.targetNames[i]; - } - } - } + for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) { + tangent[vertexId].xyz += tangentDiff[vertexId]; + aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz; + aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w; + } + delete[] tangent; + delete[] tangentDiff; + } + if (mesh.weights.size() > i) { + aiAnimMesh.mWeight = mesh.weights[i]; + } + if (mesh.targetNames.size() > i) { + aiAnimMesh.mName = mesh.targetNames[i]; + } + } + } - aiFace *faces = nullptr; - aiFace *facePtr = nullptr; - size_t nFaces = 0; + aiFace *faces = nullptr; + aiFace *facePtr = nullptr; + size_t nFaces = 0; - if (prim.indices) { - size_t count = prim.indices->count; + if (prim.indices) { + size_t count = prim.indices->count; - Accessor::Indexer data = prim.indices->GetIndexer(); - ai_assert(data.IsValid()); + Accessor::Indexer data = prim.indices->GetIndexer(); + ai_assert(data.IsValid()); - switch (prim.mode) { - case PrimitiveMode_POINTS: { - nFaces = count; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; ++i) { - SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i)); - } - break; - } + switch (prim.mode) { + case PrimitiveMode_POINTS: { + nFaces = count; + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; ++i) { + SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i)); + } + break; + } - case PrimitiveMode_LINES: { - nFaces = count / 2; - if (nFaces * 2 != count) { - ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); - count = nFaces * 2; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 2) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1)); - } - break; - } + case PrimitiveMode_LINES: { + nFaces = count / 2; + if (nFaces * 2 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); + count = nFaces * 2; + } + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 2) { + SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1)); + } + break; + } - case PrimitiveMode_LINE_LOOP: - case PrimitiveMode_LINE_STRIP: { - nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0); - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1)); - for (unsigned int i = 2; i < count; ++i) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i)); - } - if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast(count) - 1), faces[0].mIndices[0]); - } - break; - } + case PrimitiveMode_LINE_LOOP: + case PrimitiveMode_LINE_STRIP: { + nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0); + facePtr = faces = new aiFace[nFaces]; + SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1)); + for (unsigned int i = 2; i < count; ++i) { + SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i)); + } + if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop + SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast(count) - 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; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 3) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - break; - } - case PrimitiveMode_TRIANGLE_STRIP: { - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < nFaces; ++i) { - //The ordering is to ensure that the triangles are all drawn with the same orientation - if ((i + 1) % 2 == 0) { - //For even n, vertices n + 1, n, and n + 2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2)); - } else { - //For odd n, vertices n, n+1, and n+2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - } - break; - } - case PrimitiveMode_TRIANGLE_FAN: - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2)); - for (unsigned int i = 1; i < nFaces; ++i) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - break; - } - } else { // no indices provided so directly generate from counts + 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; + } + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 3) { + SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); + } + break; + } + case PrimitiveMode_TRIANGLE_STRIP: { + nFaces = count - 2; + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < nFaces; ++i) { + //The ordering is to ensure that the triangles are all drawn with the same orientation + if ((i + 1) % 2 == 0) { + //For even n, vertices n + 1, n, and n + 2 define triangle n + SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2)); + } else { + //For odd n, vertices n, n+1, and n+2 define triangle n + SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); + } + } + break; + } + case PrimitiveMode_TRIANGLE_FAN: + nFaces = count - 2; + facePtr = faces = new aiFace[nFaces]; + SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2)); + for (unsigned int i = 1; i < nFaces; ++i) { + SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2)); + } + break; + } + } else { // no indices provided so directly generate from counts - // use the already determined count as it includes checks - unsigned int count = aim->mNumVertices; + // use the already determined count as it includes checks + unsigned int count = aim->mNumVertices; - switch (prim.mode) { - case PrimitiveMode_POINTS: { - nFaces = count; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; ++i) { - SetFaceAndAdvance1(facePtr, aim->mNumVertices, i); - } - break; - } + switch (prim.mode) { + case PrimitiveMode_POINTS: { + nFaces = count; + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; ++i) { + SetFaceAndAdvance1(facePtr, aim->mNumVertices, i); + } + break; + } - case PrimitiveMode_LINES: { - nFaces = count / 2; - if (nFaces * 2 != count) { - ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); - count = (unsigned int)nFaces * 2; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 2) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1); - } - break; - } + case PrimitiveMode_LINES: { + nFaces = count / 2; + if (nFaces * 2 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); + count = (unsigned int)nFaces * 2; + } + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 2) { + SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1); + } + break; + } - case PrimitiveMode_LINE_LOOP: - case PrimitiveMode_LINE_STRIP: { - nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0); - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1); - for (unsigned int i = 2; i < count; ++i) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i); - } - if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop - SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 0); - } - break; - } + case PrimitiveMode_LINE_LOOP: + case PrimitiveMode_LINE_STRIP: { + nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0); + facePtr = faces = new aiFace[nFaces]; + SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1); + for (unsigned int i = 2; i < count; ++i) { + SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i); + } + if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop + SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 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 = (unsigned int)nFaces * 3; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 3) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); - } - break; - } - case PrimitiveMode_TRIANGLE_STRIP: { - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < nFaces; ++i) { - //The ordering is to ensure that the triangles are all drawn with the same orientation - if ((i + 1) % 2 == 0) { - //For even n, vertices n + 1, n, and n + 2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2); - } else { - //For odd n, vertices n, n+1, and n+2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); - } - } - break; - } - case PrimitiveMode_TRIANGLE_FAN: - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2); - for (unsigned int i = 1; i < nFaces; ++i) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2); - } - 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 = (unsigned int)nFaces * 3; + } + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 3) { + SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); + } + break; + } + case PrimitiveMode_TRIANGLE_STRIP: { + nFaces = count - 2; + facePtr = faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < nFaces; ++i) { + //The ordering is to ensure that the triangles are all drawn with the same orientation + if ((i + 1) % 2 == 0) { + //For even n, vertices n + 1, n, and n + 2 define triangle n + SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2); + } else { + //For odd n, vertices n, n+1, and n+2 define triangle n + SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); + } + } + break; + } + case PrimitiveMode_TRIANGLE_FAN: + nFaces = count - 2; + facePtr = faces = new aiFace[nFaces]; + SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2); + for (unsigned int i = 1; i < nFaces; ++i) { + SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2); + } + break; + } + } - if (faces) { - aim->mFaces = faces; + if (faces) { + aim->mFaces = faces; const unsigned int actualNumFaces = static_cast(facePtr - faces); - if (actualNumFaces < nFaces) { - ASSIMP_LOG_WARN("Some faces had out-of-range indices. Those faces were dropped."); - } - if (actualNumFaces == 0) - { - throw DeadlyImportError("Mesh \"", aim->mName.C_Str(), "\" has no faces"); - } - aim->mNumFaces = actualNumFaces; - ai_assert(CheckValidFacesIndices(faces, actualNumFaces, aim->mNumVertices)); - } + if (actualNumFaces < nFaces) { + ASSIMP_LOG_WARN("Some faces had out-of-range indices. Those faces were dropped."); + } + if (actualNumFaces == 0) + { + throw DeadlyImportError("Mesh \"", aim->mName.C_Str(), "\" has no faces"); + } + aim->mNumFaces = actualNumFaces; + ai_assert(CheckValidFacesIndices(faces, actualNumFaces, aim->mNumVertices)); + } - if (prim.material) { - aim->mMaterialIndex = prim.material.GetIndex(); - } else { - aim->mMaterialIndex = mScene->mNumMaterials - 1; - } - } - } + if (prim.material) { + aim->mMaterialIndex = prim.material.GetIndex(); + } else { + aim->mMaterialIndex = mScene->mNumMaterials - 1; + } + } + } - meshOffsets.push_back(k); + meshOffsets.push_back(k); - CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes); + CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes); } void glTF2Importer::ImportCameras(glTF2::Asset &r) { - if (!r.cameras.Size()) return; + if (!r.cameras.Size()) return; const unsigned int numCameras = r.cameras.Size(); - ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras"); - mScene->mNumCameras = numCameras; - mScene->mCameras = new aiCamera *[numCameras]; + ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras"); + mScene->mNumCameras = numCameras; + mScene->mCameras = new aiCamera *[numCameras]; - for (size_t i = 0; i < numCameras; ++i) { - Camera &cam = r.cameras[i]; + for (size_t i = 0; i < numCameras; ++i) { + Camera &cam = r.cameras[i]; - aiCamera *aicam = mScene->mCameras[i] = new aiCamera(); + aiCamera *aicam = mScene->mCameras[i] = new aiCamera(); - // cameras point in -Z by default, rest is specified in node transform - aicam->mLookAt = aiVector3D(0.f, 0.f, -1.f); + // cameras point in -Z by default, rest is specified in node transform + aicam->mLookAt = aiVector3D(0.f, 0.f, -1.f); - if (cam.type == Camera::Perspective) { + if (cam.type == Camera::Perspective) { - aicam->mAspect = cam.cameraProperties.perspective.aspectRatio; - aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect); - aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar; - aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear; - } else { - aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar; - aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear; - aicam->mHorizontalFOV = 0.0; - aicam->mOrthographicWidth = cam.cameraProperties.ortographic.xmag; - aicam->mAspect = 1.0f; - if (0.f != cam.cameraProperties.ortographic.ymag) { - aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag; - } - } - } + aicam->mAspect = cam.cameraProperties.perspective.aspectRatio; + aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect); + aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar; + aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear; + } else { + aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar; + aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear; + aicam->mHorizontalFOV = 0.0; + aicam->mOrthographicWidth = cam.cameraProperties.ortographic.xmag; + aicam->mAspect = 1.0f; + if (0.f != cam.cameraProperties.ortographic.ymag) { + aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag; + } + } + } } void glTF2Importer::ImportLights(glTF2::Asset &r) { - if (!r.lights.Size()) - return; + if (!r.lights.Size()) + return; const unsigned int numLights = r.lights.Size(); - ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights"); - mScene->mNumLights = numLights; - mScene->mLights = new aiLight *[numLights]; + ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights"); + mScene->mNumLights = numLights; + mScene->mLights = new aiLight *[numLights]; - for (size_t i = 0; i < numLights; ++i) { - Light &light = r.lights[i]; + for (size_t i = 0; i < numLights; ++i) { + Light &light = r.lights[i]; - aiLight *ail = mScene->mLights[i] = new aiLight(); + aiLight *ail = mScene->mLights[i] = new aiLight(); - switch (light.type) { - case Light::Directional: - ail->mType = aiLightSource_DIRECTIONAL; - break; - case Light::Point: - ail->mType = aiLightSource_POINT; - break; - case Light::Spot: - ail->mType = aiLightSource_SPOT; - break; - } + switch (light.type) { + case Light::Directional: + ail->mType = aiLightSource_DIRECTIONAL; + break; + case Light::Point: + ail->mType = aiLightSource_POINT; + break; + case Light::Spot: + ail->mType = aiLightSource_SPOT; + break; + } - if (ail->mType != aiLightSource_POINT) { - ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f); - ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f); - } + if (ail->mType != aiLightSource_POINT) { + ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f); + ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f); + } - vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity }; - CopyValue(colorWithIntensity, ail->mColorAmbient); - CopyValue(colorWithIntensity, ail->mColorDiffuse); - CopyValue(colorWithIntensity, ail->mColorSpecular); + vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity }; + CopyValue(colorWithIntensity, ail->mColorAmbient); + CopyValue(colorWithIntensity, ail->mColorDiffuse); + CopyValue(colorWithIntensity, ail->mColorSpecular); - if (ail->mType == aiLightSource_DIRECTIONAL) { - ail->mAttenuationConstant = 1.0; - ail->mAttenuationLinear = 0.0; - ail->mAttenuationQuadratic = 0.0; - } else { - //in PBR attenuation is calculated using inverse square law which can be expressed - //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters - //this is correct equation for the case when range (see - //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual) - //is not present. When range is not present it is assumed that it is infinite and so numerator is 1. - //When range is present then numerator might be any value in range [0,1] and then assimps equation - //will not suffice. In this case range is added into metadata in ImportNode function - //and its up to implementation to read it when it wants to - ail->mAttenuationConstant = 0.0; - ail->mAttenuationLinear = 0.0; - ail->mAttenuationQuadratic = 1.0; - } + if (ail->mType == aiLightSource_DIRECTIONAL) { + ail->mAttenuationConstant = 1.0; + ail->mAttenuationLinear = 0.0; + ail->mAttenuationQuadratic = 0.0; + } else { + //in PBR attenuation is calculated using inverse square law which can be expressed + //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters + //this is correct equation for the case when range (see + //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual) + //is not present. When range is not present it is assumed that it is infinite and so numerator is 1. + //When range is present then numerator might be any value in range [0,1] and then assimps equation + //will not suffice. In this case range is added into metadata in ImportNode function + //and its up to implementation to read it when it wants to + ail->mAttenuationConstant = 0.0; + ail->mAttenuationLinear = 0.0; + ail->mAttenuationQuadratic = 1.0; + } - if (ail->mType == aiLightSource_SPOT) { - ail->mAngleInnerCone = light.innerConeAngle; - ail->mAngleOuterCone = light.outerConeAngle; - } - } + if (ail->mType == aiLightSource_SPOT) { + ail->mAngleInnerCone = light.innerConeAngle; + ail->mAngleOuterCone = light.outerConeAngle; + } + } } static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) { - if (node.matrix.isPresent) { - CopyValue(node.matrix.value, matrix); - } else { - if (node.translation.isPresent) { - aiVector3D trans; - CopyValue(node.translation.value, trans); - aiMatrix4x4 t; - aiMatrix4x4::Translation(trans, t); - matrix = matrix * t; - } + if (node.matrix.isPresent) { + CopyValue(node.matrix.value, matrix); + } else { + if (node.translation.isPresent) { + aiVector3D trans; + CopyValue(node.translation.value, trans); + aiMatrix4x4 t; + aiMatrix4x4::Translation(trans, t); + matrix = matrix * t; + } - if (node.rotation.isPresent) { - aiQuaternion rot; - CopyValue(node.rotation.value, rot); - matrix = matrix * aiMatrix4x4(rot.GetMatrix()); - } + if (node.rotation.isPresent) { + aiQuaternion rot; + CopyValue(node.rotation.value, rot); + matrix = matrix * aiMatrix4x4(rot.GetMatrix()); + } - if (node.scale.isPresent) { - aiVector3D scal(1.f); - CopyValue(node.scale.value, scal); - aiMatrix4x4 s; - aiMatrix4x4::Scaling(scal, s); - matrix = matrix * s; - } - } + if (node.scale.isPresent) { + aiVector3D scal(1.f); + CopyValue(node.scale.value, scal); + aiMatrix4x4 s; + aiMatrix4x4::Scaling(scal, s); + matrix = matrix * s; + } + } } static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector> &map) { - Mesh::Primitive::Attributes &attr = primitive.attributes; - if (attr.weight.empty() || attr.joint.empty()) { - return; - } - if (attr.weight[0]->count != attr.joint[0]->count) { - return; - } + Mesh::Primitive::Attributes &attr = primitive.attributes; + if (attr.weight.empty() || attr.joint.empty()) { + return; + } + if (attr.weight[0]->count != attr.joint[0]->count) { + return; + } - size_t num_vertices = attr.weight[0]->count; + size_t num_vertices = attr.weight[0]->count; - struct Weights { - float values[4]; - }; - Weights *weights = nullptr; - attr.weight[0]->ExtractData(weights); + struct Weights { + float values[4]; + }; + Weights *weights = nullptr; + attr.weight[0]->ExtractData(weights); - struct Indices8 { - uint8_t values[4]; - }; - struct Indices16 { - uint16_t values[4]; - }; - Indices8 *indices8 = nullptr; - Indices16 *indices16 = nullptr; - if (attr.joint[0]->GetElementSize() == 4) { - attr.joint[0]->ExtractData(indices8); - } else { - attr.joint[0]->ExtractData(indices16); - } - // - if (nullptr == indices8 && nullptr == indices16) { - // Something went completely wrong! - ai_assert(false); - return; - } + struct Indices8 { + uint8_t values[4]; + }; + struct Indices16 { + uint16_t values[4]; + }; + Indices8 *indices8 = nullptr; + Indices16 *indices16 = nullptr; + if (attr.joint[0]->GetElementSize() == 4) { + attr.joint[0]->ExtractData(indices8); + } else { + attr.joint[0]->ExtractData(indices16); + } + // + if (nullptr == indices8 && nullptr == indices16) { + // Something went completely wrong! + ai_assert(false); + return; + } - for (size_t i = 0; i < num_vertices; ++i) { - for (int j = 0; j < 4; ++j) { - const unsigned int bone = (indices8 != nullptr) ? indices8[i].values[j] : indices16[i].values[j]; - const float weight = weights[i].values[j]; - if (weight > 0 && bone < map.size()) { - map[bone].reserve(8); - map[bone].emplace_back(static_cast(i), weight); - } - } - } + for (size_t i = 0; i < num_vertices; ++i) { + for (int j = 0; j < 4; ++j) { + const unsigned int bone = (indices8 != nullptr) ? indices8[i].values[j] : indices16[i].values[j]; + const float weight = weights[i].values[j]; + if (weight > 0 && bone < map.size()) { + map[bone].reserve(8); + map[bone].emplace_back(static_cast(i), weight); + } + } + } - delete[] weights; - delete[] indices8; - delete[] indices16; + delete[] weights; + delete[] indices8; + delete[] indices16; } static std::string GetNodeName(const Node &node) { - return node.name.empty() ? node.id : node.name; + return node.name.empty() ? node.id : node.name; } void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) { - if (extension.mStringValue.isPresent) { - metadata->Add(extension.name.c_str(), aiString(extension.mStringValue.value)); - } else if (extension.mDoubleValue.isPresent) { - metadata->Add(extension.name.c_str(), extension.mDoubleValue.value); - } else if (extension.mUint64Value.isPresent) { - metadata->Add(extension.name.c_str(), extension.mUint64Value.value); - } else if (extension.mInt64Value.isPresent) { - metadata->Add(extension.name.c_str(), static_cast(extension.mInt64Value.value)); - } else if (extension.mBoolValue.isPresent) { - metadata->Add(extension.name.c_str(), extension.mBoolValue.value); - } else if (extension.mValues.isPresent) { - aiMetadata val; - for (size_t i = 0; i < extension.mValues.value.size(); ++i) { - ParseExtensions(&val, extension.mValues.value[i]); - } - metadata->Add(extension.name.c_str(), val); - } + if (extension.mStringValue.isPresent) { + metadata->Add(extension.name.c_str(), aiString(extension.mStringValue.value)); + } else if (extension.mDoubleValue.isPresent) { + metadata->Add(extension.name.c_str(), extension.mDoubleValue.value); + } else if (extension.mUint64Value.isPresent) { + metadata->Add(extension.name.c_str(), extension.mUint64Value.value); + } else if (extension.mInt64Value.isPresent) { + metadata->Add(extension.name.c_str(), static_cast(extension.mInt64Value.value)); + } else if (extension.mBoolValue.isPresent) { + metadata->Add(extension.name.c_str(), extension.mBoolValue.value); + } else if (extension.mValues.isPresent) { + aiMetadata val; + for (size_t i = 0; i < extension.mValues.value.size(); ++i) { + ParseExtensions(&val, extension.mValues.value[i]); + } + metadata->Add(extension.name.c_str(), val); + } } aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector &meshOffsets, glTF2::Ref &ptr) { - Node &node = *ptr; + Node &node = *ptr; - aiNode *ainode = new aiNode(GetNodeName(node)); + aiNode *ainode = new aiNode(GetNodeName(node)); - if (!node.children.empty()) { - ainode->mNumChildren = unsigned(node.children.size()); - ainode->mChildren = new aiNode *[ainode->mNumChildren]; + if (!node.children.empty()) { + ainode->mNumChildren = unsigned(node.children.size()); + ainode->mChildren = new aiNode *[ainode->mNumChildren]; - for (unsigned int i = 0; i < ainode->mNumChildren; ++i) { - aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]); - child->mParent = ainode; - ainode->mChildren[i] = child; - } - } + for (unsigned int i = 0; i < ainode->mNumChildren; ++i) { + aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]); + child->mParent = ainode; + ainode->mChildren[i] = child; + } + } - if (node.extensions) { - ainode->mMetaData = new aiMetadata; - ParseExtensions(ainode->mMetaData, node.extensions); - } + if (node.extensions) { + ainode->mMetaData = new aiMetadata; + ParseExtensions(ainode->mMetaData, node.extensions); + } - GetNodeTransform(ainode->mTransformation, node); + GetNodeTransform(ainode->mTransformation, node); - if (!node.meshes.empty()) { - // GLTF files contain at most 1 mesh per node. - assert(node.meshes.size() == 1); - int mesh_idx = node.meshes[0].GetIndex(); - int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx]; + if (!node.meshes.empty()) { + // GLTF files contain at most 1 mesh per node. + assert(node.meshes.size() == 1); + int mesh_idx = node.meshes[0].GetIndex(); + int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx]; - ainode->mNumMeshes = count; - ainode->mMeshes = new unsigned int[count]; + ainode->mNumMeshes = count; + ainode->mMeshes = new unsigned int[count]; - if (node.skin) { - for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) { - aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo]; - unsigned int numBones =static_cast(node.skin->jointNames.size()); + if (node.skin) { + for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) { + aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo]; + unsigned int numBones =static_cast(node.skin->jointNames.size()); - std::vector> weighting(numBones); - BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting); + std::vector> weighting(numBones); + BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting); - unsigned int realNumBones = 0; - for (uint32_t i = 0; i < numBones; ++i) { - if (weighting[i].size() > 0) { - realNumBones++; - } - } + mesh->mNumBones = static_cast(numBones); + mesh->mBones = new aiBone *[mesh->mNumBones]; - mesh->mNumBones = static_cast(realNumBones); - mesh->mBones = new aiBone *[mesh->mNumBones]; + // GLTF and Assimp choose to store bone weights differently. + // GLTF has each vertex specify which bones influence the vertex. + // Assimp has each bone specify which vertices it has influence over. + // To convert this data, we first read over the vertex data and pull + // out the bone-to-vertex mapping. Then, when creating the aiBones, + // we copy the bone-to-vertex mapping into the bone. This is unfortunate + // both because it's somewhat slow and because, for many applications, + // we then need to reconvert the data back into the vertex-to-bone + // mapping which makes things doubly-slow. - // GLTF and Assimp choose to store bone weights differently. - // GLTF has each vertex specify which bones influence the vertex. - // Assimp has each bone specify which vertices it has influence over. - // To convert this data, we first read over the vertex data and pull - // out the bone-to-vertex mapping. Then, when creating the aiBones, - // we copy the bone-to-vertex mapping into the bone. This is unfortunate - // both because it's somewhat slow and because, for many applications, - // we then need to reconvert the data back into the vertex-to-bone - // mapping which makes things doubly-slow. + mat4 *pbindMatrices = nullptr; + node.skin->inverseBindMatrices->ExtractData(pbindMatrices); - mat4 *pbindMatrices = nullptr; - node.skin->inverseBindMatrices->ExtractData(pbindMatrices); + for (uint32_t i = 0; i < numBones; ++i) { + const std::vector &weights = weighting[i]; + aiBone *bone = new aiBone(); - int cb = 0; - for (uint32_t i = 0; i < numBones; ++i) { - const std::vector &weights = weighting[i]; - if (weights.size() > 0) { - aiBone *bone = new aiBone(); + Ref joint = node.skin->jointNames[i]; + if (!joint->name.empty()) { + bone->mName = joint->name; + } else { + // Assimp expects each bone to have a unique name. + static const std::string kDefaultName = "bone_"; + char postfix[10] = { 0 }; + ASSIMP_itoa10(postfix, i); + bone->mName = (kDefaultName + postfix); + } + GetNodeTransform(bone->mOffsetMatrix, *joint); + CopyValue(pbindMatrices[i], bone->mOffsetMatrix); + bone->mNumWeights = static_cast(weights.size()); - Ref joint = node.skin->jointNames[i]; - if (!joint->name.empty()) { - bone->mName = joint->name; - } else { - // Assimp expects each bone to have a unique name. - static const std::string kDefaultName = "bone_"; - char postfix[10] = { 0 }; - ASSIMP_itoa10(postfix, i); - bone->mName = (kDefaultName + postfix); - } - GetNodeTransform(bone->mOffsetMatrix, *joint); - CopyValue(pbindMatrices[i], bone->mOffsetMatrix); - bone->mNumWeights = static_cast(weights.size()); - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight)); - mesh->mBones[cb++] = bone; - } - } + if (bone->mNumWeights > 0) { + bone->mWeights = new aiVertexWeight[bone->mNumWeights]; + memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight)); + } else { + // Assimp expects all bones to have at least 1 weight. + bone->mWeights = new aiVertexWeight[1]; + bone->mNumWeights = 1; + bone->mWeights->mVertexId = 0; + bone->mWeights->mWeight = 0.f; + } + mesh->mBones[i] = bone; + } - if (pbindMatrices) { - delete[] pbindMatrices; - } - } - } + if (pbindMatrices) { + delete[] pbindMatrices; + } + } + } - int k = 0; - for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) { - ainode->mMeshes[k] = j; - } - } + int k = 0; + for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) { + ainode->mMeshes[k] = j; + } + } - if (node.camera) { - pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName; - if (node.translation.isPresent) { - aiVector3D trans; - CopyValue(node.translation.value, trans); - pScene->mCameras[node.camera.GetIndex()]->mPosition = trans; - } - } + if (node.camera) { + pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName; + if (node.translation.isPresent) { + aiVector3D trans; + CopyValue(node.translation.value, trans); + pScene->mCameras[node.camera.GetIndex()]->mPosition = trans; + } + } - if (node.light) { - pScene->mLights[node.light.GetIndex()]->mName = ainode->mName; + if (node.light) { + pScene->mLights[node.light.GetIndex()]->mName = ainode->mName; - //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual - //it is added to meta data of parent node, because there is no other place to put it - if (node.light->range.isPresent) { - if (!ainode->mMetaData) { - ainode->mMetaData = aiMetadata::Alloc(1); - ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value); - } - else { - ainode->mMetaData->Add("PBR_LightRange", node.light->range.value); - } - } - } + //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + //it is added to meta data of parent node, because there is no other place to put it + if (node.light->range.isPresent) { + if (!ainode->mMetaData) { + ainode->mMetaData = aiMetadata::Alloc(1); + ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value); + } + else { + ainode->mMetaData->Add("PBR_LightRange", node.light->range.value); + } + } + } - return ainode; + return ainode; } void glTF2Importer::ImportNodes(glTF2::Asset &r) { - if (!r.scene) { - throw DeadlyImportError("GLTF: No scene"); - } - ASSIMP_LOG_DEBUG("Importing nodes"); + if (!r.scene) { + throw DeadlyImportError("GLTF: No scene"); + } + ASSIMP_LOG_DEBUG("Importing nodes"); - std::vector> rootNodes = r.scene->nodes; + std::vector> 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]; - for (unsigned int i = 0; i < numRootNodes; ++i) { - aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]); - node->mParent = root; - root->mChildren[root->mNumChildren++] = node; - } - mScene->mRootNode = root; - } else { - mScene->mRootNode = new aiNode("ROOT"); - } + // 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]; + for (unsigned int i = 0; i < numRootNodes; ++i) { + aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]); + node->mParent = root; + root->mChildren[root->mNumChildren++] = node; + } + mScene->mRootNode = root; + } else { + mScene->mRootNode = new aiNode("ROOT"); + } } struct AnimationSamplers { - AnimationSamplers() : - translation(nullptr), - rotation(nullptr), - scale(nullptr), - weight(nullptr) { - // empty - } + AnimationSamplers() : + translation(nullptr), + rotation(nullptr), + scale(nullptr), + weight(nullptr) { + // empty + } - Animation::Sampler *translation; - Animation::Sampler *rotation; - Animation::Sampler *scale; - Animation::Sampler *weight; + Animation::Sampler *translation; + Animation::Sampler *rotation; + Animation::Sampler *scale; + Animation::Sampler *weight; }; aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { - aiNodeAnim *anim = new aiNodeAnim(); - anim->mNodeName = GetNodeName(node); + aiNodeAnim *anim = new aiNodeAnim(); + anim->mNodeName = GetNodeName(node); - static const float kMillisecondsFromSeconds = 1000.f; + static const float kMillisecondsFromSeconds = 1000.f; - if (samplers.translation) { - float *times = nullptr; - samplers.translation->input->ExtractData(times); - aiVector3D *values = nullptr; - samplers.translation->output->ExtractData(values); - anim->mNumPositionKeys = static_cast(samplers.translation->input->count); - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { - anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mPositionKeys[i].mValue = values[i]; - } - delete[] times; - delete[] values; - } else if (node.translation.isPresent) { - anim->mNumPositionKeys = 1; - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - anim->mPositionKeys->mTime = 0.f; - anim->mPositionKeys->mValue.x = node.translation.value[0]; - anim->mPositionKeys->mValue.y = node.translation.value[1]; - anim->mPositionKeys->mValue.z = node.translation.value[2]; - } + if (samplers.translation) { + float *times = nullptr; + samplers.translation->input->ExtractData(times); + aiVector3D *values = nullptr; + samplers.translation->output->ExtractData(values); + anim->mNumPositionKeys = static_cast(samplers.translation->input->count); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds; + anim->mPositionKeys[i].mValue = values[i]; + } + delete[] times; + delete[] values; + } else if (node.translation.isPresent) { + anim->mNumPositionKeys = 1; + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + anim->mPositionKeys->mTime = 0.f; + anim->mPositionKeys->mValue.x = node.translation.value[0]; + anim->mPositionKeys->mValue.y = node.translation.value[1]; + anim->mPositionKeys->mValue.z = node.translation.value[2]; + } - if (samplers.rotation) { - float *times = nullptr; - samplers.rotation->input->ExtractData(times); - aiQuaternion *values = nullptr; - samplers.rotation->output->ExtractData(values); - anim->mNumRotationKeys = static_cast(samplers.rotation->input->count); - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; - for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) { - anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mRotationKeys[i].mValue.x = values[i].w; - anim->mRotationKeys[i].mValue.y = values[i].x; - anim->mRotationKeys[i].mValue.z = values[i].y; - anim->mRotationKeys[i].mValue.w = values[i].z; - } - delete[] times; - delete[] values; - } else if (node.rotation.isPresent) { - anim->mNumRotationKeys = 1; - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; - anim->mRotationKeys->mTime = 0.f; - anim->mRotationKeys->mValue.x = node.rotation.value[0]; - anim->mRotationKeys->mValue.y = node.rotation.value[1]; - anim->mRotationKeys->mValue.z = node.rotation.value[2]; - anim->mRotationKeys->mValue.w = node.rotation.value[3]; - } + if (samplers.rotation) { + float *times = nullptr; + samplers.rotation->input->ExtractData(times); + aiQuaternion *values = nullptr; + samplers.rotation->output->ExtractData(values); + anim->mNumRotationKeys = static_cast(samplers.rotation->input->count); + anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; + for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) { + anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds; + anim->mRotationKeys[i].mValue.x = values[i].w; + anim->mRotationKeys[i].mValue.y = values[i].x; + anim->mRotationKeys[i].mValue.z = values[i].y; + anim->mRotationKeys[i].mValue.w = values[i].z; + } + delete[] times; + delete[] values; + } else if (node.rotation.isPresent) { + anim->mNumRotationKeys = 1; + anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; + anim->mRotationKeys->mTime = 0.f; + anim->mRotationKeys->mValue.x = node.rotation.value[0]; + anim->mRotationKeys->mValue.y = node.rotation.value[1]; + anim->mRotationKeys->mValue.z = node.rotation.value[2]; + anim->mRotationKeys->mValue.w = node.rotation.value[3]; + } - if (samplers.scale) { - float *times = nullptr; - samplers.scale->input->ExtractData(times); - aiVector3D *values = nullptr; - samplers.scale->output->ExtractData(values); - anim->mNumScalingKeys = static_cast(samplers.scale->input->count); - anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; - for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) { - anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mScalingKeys[i].mValue = values[i]; - } - delete[] times; - delete[] values; - } else if (node.scale.isPresent) { - anim->mNumScalingKeys = 1; - anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; - anim->mScalingKeys->mTime = 0.f; - anim->mScalingKeys->mValue.x = node.scale.value[0]; - anim->mScalingKeys->mValue.y = node.scale.value[1]; - anim->mScalingKeys->mValue.z = node.scale.value[2]; - } + if (samplers.scale) { + float *times = nullptr; + samplers.scale->input->ExtractData(times); + aiVector3D *values = nullptr; + samplers.scale->output->ExtractData(values); + anim->mNumScalingKeys = static_cast(samplers.scale->input->count); + anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; + for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) { + anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds; + anim->mScalingKeys[i].mValue = values[i]; + } + delete[] times; + delete[] values; + } else if (node.scale.isPresent) { + anim->mNumScalingKeys = 1; + anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; + anim->mScalingKeys->mTime = 0.f; + anim->mScalingKeys->mValue.x = node.scale.value[0]; + anim->mScalingKeys->mValue.y = node.scale.value[1]; + anim->mScalingKeys->mValue.z = node.scale.value[2]; + } - return anim; + return anim; } aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { - aiMeshMorphAnim *anim = new aiMeshMorphAnim(); - anim->mName = GetNodeName(node); + aiMeshMorphAnim *anim = new aiMeshMorphAnim(); + anim->mName = GetNodeName(node); - static const float kMillisecondsFromSeconds = 1000.f; + static const float kMillisecondsFromSeconds = 1000.f; - if (nullptr != samplers.weight) { - float *times = nullptr; - samplers.weight->input->ExtractData(times); - float *values = nullptr; - samplers.weight->output->ExtractData(values); - anim->mNumKeys = static_cast(samplers.weight->input->count); + if (nullptr != samplers.weight) { + float *times = nullptr; + samplers.weight->input->ExtractData(times); + float *values = nullptr; + samplers.weight->output->ExtractData(values); + anim->mNumKeys = static_cast(samplers.weight->input->count); - const unsigned int numMorphs = (unsigned int)samplers.weight->output->count / anim->mNumKeys; + const unsigned int numMorphs = (unsigned int)samplers.weight->output->count / anim->mNumKeys; - anim->mKeys = new aiMeshMorphKey[anim->mNumKeys]; - unsigned int k = 0u; - for (unsigned int i = 0u; i < anim->mNumKeys; ++i) { - anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mKeys[i].mNumValuesAndWeights = numMorphs; - anim->mKeys[i].mValues = new unsigned int[numMorphs]; - anim->mKeys[i].mWeights = new double[numMorphs]; + anim->mKeys = new aiMeshMorphKey[anim->mNumKeys]; + unsigned int k = 0u; + for (unsigned int i = 0u; i < anim->mNumKeys; ++i) { + anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds; + anim->mKeys[i].mNumValuesAndWeights = numMorphs; + anim->mKeys[i].mValues = new unsigned int[numMorphs]; + anim->mKeys[i].mWeights = new double[numMorphs]; - for (unsigned int j = 0u; j < numMorphs; ++j, ++k) { - anim->mKeys[i].mValues[j] = j; - anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k]; - } - } + for (unsigned int j = 0u; j < numMorphs; ++j, ++k) { + anim->mKeys[i].mValues[j] = j; + anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k]; + } + } - delete[] times; - delete[] values; - } + delete[] times; + delete[] values; + } - return anim; + return anim; } std::unordered_map GatherSamplers(Animation &anim) { - std::unordered_map samplers; - for (unsigned int c = 0; c < anim.channels.size(); ++c) { - Animation::Channel &channel = anim.channels[c]; - if (channel.sampler >= static_cast(anim.samplers.size())) { - continue; - } + std::unordered_map samplers; + for (unsigned int c = 0; c < anim.channels.size(); ++c) { + Animation::Channel &channel = anim.channels[c]; + if (channel.sampler >= static_cast(anim.samplers.size())) { + continue; + } - const unsigned int node_index = channel.target.node.GetIndex(); + const unsigned int node_index = channel.target.node.GetIndex(); - AnimationSamplers &sampler = samplers[node_index]; - if (channel.target.path == AnimationPath_TRANSLATION) { - sampler.translation = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_ROTATION) { - sampler.rotation = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_SCALE) { - sampler.scale = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_WEIGHTS) { - sampler.weight = &anim.samplers[channel.sampler]; - } - } + AnimationSamplers &sampler = samplers[node_index]; + if (channel.target.path == AnimationPath_TRANSLATION) { + sampler.translation = &anim.samplers[channel.sampler]; + } else if (channel.target.path == AnimationPath_ROTATION) { + sampler.rotation = &anim.samplers[channel.sampler]; + } else if (channel.target.path == AnimationPath_SCALE) { + sampler.scale = &anim.samplers[channel.sampler]; + } else if (channel.target.path == AnimationPath_WEIGHTS) { + sampler.weight = &anim.samplers[channel.sampler]; + } + } - return samplers; + return samplers; } void glTF2Importer::ImportAnimations(glTF2::Asset &r) { - if (!r.scene) return; + if (!r.scene) return; const unsigned numAnimations = r.animations.Size(); - ASSIMP_LOG_DEBUG_F("Importing ", numAnimations, " animations"); - mScene->mNumAnimations = numAnimations; - if (mScene->mNumAnimations == 0) { - return; - } + ASSIMP_LOG_DEBUG_F("Importing ", numAnimations, " animations"); + mScene->mNumAnimations = numAnimations; + if (mScene->mNumAnimations == 0) { + return; + } mScene->mAnimations = new aiAnimation *[numAnimations]; - for (unsigned int i = 0; i < numAnimations; ++i) { - Animation &anim = r.animations[i]; + for (unsigned int i = 0; i < numAnimations; ++i) { + Animation &anim = r.animations[i]; - aiAnimation *ai_anim = new aiAnimation(); - ai_anim->mName = anim.name; - ai_anim->mDuration = 0; - ai_anim->mTicksPerSecond = 0; + aiAnimation *ai_anim = new aiAnimation(); + ai_anim->mName = anim.name; + ai_anim->mDuration = 0; + ai_anim->mTicksPerSecond = 0; - std::unordered_map samplers = GatherSamplers(anim); + std::unordered_map samplers = GatherSamplers(anim); - uint32_t numChannels = 0u; - uint32_t numMorphMeshChannels = 0u; + uint32_t numChannels = 0u; + uint32_t numMorphMeshChannels = 0u; - for (auto &iter : samplers) { - if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { - ++numChannels; - } - if (nullptr != iter.second.weight) { - ++numMorphMeshChannels; - } - } + for (auto &iter : samplers) { + if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { + ++numChannels; + } + if (nullptr != iter.second.weight) { + ++numMorphMeshChannels; + } + } - ai_anim->mNumChannels = numChannels; - if (ai_anim->mNumChannels > 0) { - ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels]; - int j = 0; - for (auto &iter : samplers) { - if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { - ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second); - ++j; - } - } - } + ai_anim->mNumChannels = numChannels; + if (ai_anim->mNumChannels > 0) { + ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels]; + int j = 0; + for (auto &iter : samplers) { + if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { + ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second); + ++j; + } + } + } - ai_anim->mNumMorphMeshChannels = numMorphMeshChannels; - if (ai_anim->mNumMorphMeshChannels > 0) { - ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels]; - int j = 0; - for (auto &iter : samplers) { - if (nullptr != iter.second.weight) { - ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second); - ++j; - } - } - } + ai_anim->mNumMorphMeshChannels = numMorphMeshChannels; + if (ai_anim->mNumMorphMeshChannels > 0) { + ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels]; + int j = 0; + for (auto &iter : samplers) { + if (nullptr != iter.second.weight) { + ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second); + ++j; + } + } + } - // Use the latest keyframe for the duration of the animation - double maxDuration = 0; - unsigned int maxNumberOfKeys = 0; - for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) { - auto chan = ai_anim->mChannels[j]; - if (chan->mNumPositionKeys) { - auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1]; - if (lastPosKey.mTime > maxDuration) { - maxDuration = lastPosKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys); - } - if (chan->mNumRotationKeys) { - auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1]; - if (lastRotKey.mTime > maxDuration) { - maxDuration = lastRotKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys); - } - if (chan->mNumScalingKeys) { - auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1]; - if (lastScaleKey.mTime > maxDuration) { - maxDuration = lastScaleKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys); - } - } + // Use the latest keyframe for the duration of the animation + double maxDuration = 0; + unsigned int maxNumberOfKeys = 0; + for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) { + auto chan = ai_anim->mChannels[j]; + if (chan->mNumPositionKeys) { + auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1]; + if (lastPosKey.mTime > maxDuration) { + maxDuration = lastPosKey.mTime; + } + maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys); + } + if (chan->mNumRotationKeys) { + auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1]; + if (lastRotKey.mTime > maxDuration) { + maxDuration = lastRotKey.mTime; + } + maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys); + } + if (chan->mNumScalingKeys) { + auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1]; + if (lastScaleKey.mTime > maxDuration) { + maxDuration = lastScaleKey.mTime; + } + maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys); + } + } - for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) { - const auto *const chan = ai_anim->mMorphMeshChannels[j]; + for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) { + const auto *const chan = ai_anim->mMorphMeshChannels[j]; - if (0u != chan->mNumKeys) { - const auto &lastKey = chan->mKeys[chan->mNumKeys - 1u]; - if (lastKey.mTime > maxDuration) { - maxDuration = lastKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys); - } - } + if (0u != chan->mNumKeys) { + const auto &lastKey = chan->mKeys[chan->mNumKeys - 1u]; + if (lastKey.mTime > maxDuration) { + maxDuration = lastKey.mTime; + } + maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys); + } + } - ai_anim->mDuration = maxDuration; - ai_anim->mTicksPerSecond = 1000.0; + ai_anim->mDuration = maxDuration; + ai_anim->mTicksPerSecond = 1000.0; - mScene->mAnimations[i] = ai_anim; - } + mScene->mAnimations[i] = ai_anim; + } } void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) { - embeddedTexIdxs.resize(r.images.Size(), -1); + embeddedTexIdxs.resize(r.images.Size(), -1); - int numEmbeddedTexs = 0; - for (size_t i = 0; i < r.images.Size(); ++i) { - if (r.images[i].HasData()) { - numEmbeddedTexs += 1; - } - } + int numEmbeddedTexs = 0; + for (size_t i = 0; i < r.images.Size(); ++i) { + if (r.images[i].HasData()) { + numEmbeddedTexs += 1; + } + } - if (numEmbeddedTexs == 0) - return; + if (numEmbeddedTexs == 0) + return; - ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures"); + ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures"); - mScene->mTextures = new aiTexture *[numEmbeddedTexs]; + mScene->mTextures = new aiTexture *[numEmbeddedTexs]; - // Add the embedded textures - for (size_t i = 0; i < r.images.Size(); ++i) { - Image &img = r.images[i]; - if (!img.HasData()) { - continue; - } + // Add the embedded textures + for (size_t i = 0; i < r.images.Size(); ++i) { + Image &img = r.images[i]; + if (!img.HasData()) { + continue; + } - int idx = mScene->mNumTextures++; - embeddedTexIdxs[i] = idx; + 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(); + size_t length = img.GetDataLength(); + void *data = img.StealData(); - tex->mFilename = img.name; - tex->mWidth = static_cast(length); - tex->mHeight = 0; - tex->pcData = reinterpret_cast(data); + tex->mFilename = img.name; + tex->mWidth = static_cast(length); + tex->mHeight = 0; + tex->pcData = reinterpret_cast(data); - if (!img.mimeType.empty()) { - const char *ext = strchr(img.mimeType.c_str(), '/') + 1; - if (ext) { - if (strcmp(ext, "jpeg") == 0) { + if (!img.mimeType.empty()) { + const char *ext = strchr(img.mimeType.c_str(), '/') + 1; + if (ext) { + if (strcmp(ext, "jpeg") == 0) { ext = "jpg"; } - size_t len = strlen(ext); - if (len <= 3) { - strcpy(tex->achFormatHint, ext); - } - } - } - } + size_t len = strlen(ext); + if (len <= 3) { + strcpy(tex->achFormatHint, ext); + } + } + } + } } void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) { - ASSIMP_LOG_DEBUG("Importing metadata"); + ASSIMP_LOG_DEBUG("Importing metadata"); ai_assert(mScene->mMetaData == nullptr); const bool hasVersion = !a.asset.version.empty(); const bool hasGenerator = !a.asset.generator.empty(); @@ -1378,37 +1377,37 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO ASSIMP_LOG_DEBUG("Reading GLTF2 file"); - // clean all member arrays - meshOffsets.clear(); - embeddedTexIdxs.clear(); + // clean all member arrays + meshOffsets.clear(); + embeddedTexIdxs.clear(); - this->mScene = pScene; + this->mScene = pScene; - // read the asset file - glTF2::Asset asset(pIOHandler); - asset.Load(pFile, GetExtension(pFile) == "glb"); + // read the asset file + glTF2::Asset asset(pIOHandler); + asset.Load(pFile, GetExtension(pFile) == "glb"); - // - // Copy the data out - // + // + // Copy the data out + // - ImportEmbeddedTextures(asset); - ImportMaterials(asset); + ImportEmbeddedTextures(asset); + ImportMaterials(asset); - ImportMeshes(asset); + ImportMeshes(asset); - ImportCameras(asset); - ImportLights(asset); + ImportCameras(asset); + ImportLights(asset); - ImportNodes(asset); + ImportNodes(asset); - ImportAnimations(asset); + ImportAnimations(asset); ImportCommonMetadata(asset); - if (pScene->mNumMeshes == 0) { - pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; - } + if (pScene->mNumMeshes == 0) { + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } } #endif // ASSIMP_BUILD_NO_GLTF_IMPORTER