/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2016, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER #include "glTFExporter.h" #include "Exceptional.h" #include "StringComparison.h" #include "ByteSwapper.h" #include #include #include #include #include #include #include #include "glTFAssetWriter.h" using namespace rapidjson; using namespace Assimp; using namespace glTF; namespace Assimp { // ------------------------------------------------------------------------------------------------ // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) { // invoke the exporter glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false); } // ------------------------------------------------------------------------------------------------ // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) { // invoke the exporter glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true); } } // end of namespace Assimp glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties, bool isBinary) : mFilename(filename) , mIOSystem(pIOSystem) , mScene(pScene) , mProperties(pProperties) { std::unique_ptr asset(new glTF::Asset(pIOSystem)); mAsset = asset.get(); if (isBinary) { asset->SetAsBinary(); } ExportMetadata(); //for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {} //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {} //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {} ExportMaterials(); ExportMeshes(); //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {} if (mScene->mRootNode) { ExportNode(mScene->mRootNode); } ExportScene(); glTF::AssetWriter writer(*mAsset); writer.WriteFile(filename); } static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o) { o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1; o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2; o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3; o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4; } inline Ref ExportData(Asset& a, std::string& meshName, Ref& buffer, unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false) { if (!count || !data) return Ref(); unsigned int numCompsIn = AttribType::GetNumComponents(typeIn); unsigned int numCompsOut = AttribType::GetNumComponents(typeOut); unsigned int bytesPerComp = ComponentTypeSize(compType); size_t offset = buffer->byteLength; size_t length = count * numCompsOut * bytesPerComp; buffer->Grow(length); // bufferView Ref bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view")); bv->buffer = buffer; bv->byteOffset = 0; bv->byteLength = length; //! The target that the WebGL buffer should be bound to. bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER; // accessor Ref acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor")); acc->bufferView = bv; acc->byteOffset = unsigned(offset); acc->byteStride = 0; acc->componentType = compType; acc->count = count; acc->type = typeOut; // copy the data acc->WriteData(count, data, numCompsIn*bytesPerComp); return acc; } namespace { void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) { if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {} } } void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt) { aiString tex; aiColor4D col; if (mat->GetTextureCount(tt) > 0) { if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) { std::string path = tex.C_Str(); if (path.size() > 0) { if (path[0] != '*') { std::map::iterator it = mTexturesByPath.find(path); if (it != mTexturesByPath.end()) { prop.texture = mAsset->textures.Get(it->second); } } if (!prop.texture) { std::string texId = mAsset->FindUniqueID("", "texture"); prop.texture = mAsset->textures.Create(texId); mTexturesByPath[path] = prop.texture.GetIndex(); std::string imgId = mAsset->FindUniqueID("", "image"); prop.texture->source = mAsset->images.Create(imgId); if (path[0] == '*') { // embedded aiTexture* tex = mScene->mTextures[atoi(&path[1])]; uint8_t* data = reinterpret_cast(tex->pcData); prop.texture->source->SetData(data, tex->mWidth, *mAsset); if (tex->achFormatHint[0]) { std::string mimeType = "image/"; mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint; prop.texture->source->mimeType = mimeType; } } else { prop.texture->source->uri = path; } } } } } if (mat->Get(propName, type, idx, col) == AI_SUCCESS) { prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a; } } void glTFExporter::ExportMaterials() { aiString aiName; for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) { const aiMaterial* mat = mScene->mMaterials[i]; std::string name; if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) { name = aiName.C_Str(); } name = mAsset->FindUniqueID(name, "material"); Ref m = mAsset->materials.Create(name); GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT); GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE); GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR); GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE); GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS); } } void glTFExporter::ExportMeshes() { for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) { const aiMesh* aim = mScene->mMeshes[i]; std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh"); Ref m = mAsset->meshes.Create(meshId); m->primitives.resize(1); Mesh::Primitive& p = m->primitives.back(); p.material = mAsset->materials.Get(aim->mMaterialIndex); std::string bufferId = mAsset->FindUniqueID(meshId, "buffer"); Ref b = mAsset->GetBodyBuffer(); if (!b) { b = mAsset->buffers.Create(bufferId); } Ref v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); if (v) p.attributes.position.push_back(v); Ref n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); if (n) p.attributes.normal.push_back(n); for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { if (aim->mNumUVComponents[i] > 0) { AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3; Ref tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true); if (tc) p.attributes.texcoord.push_back(tc); } } if (aim->mNumFaces > 0) { unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices; std::vector indices; indices.resize(aim->mNumFaces * nIndicesPerFace); for (size_t i = 0; i < aim->mNumFaces; ++i) { for (size_t j = 0; j < nIndicesPerFace; ++j) { indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]); } } p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT); } switch (aim->mPrimitiveTypes) { case aiPrimitiveType_POLYGON: p.mode = PrimitiveMode_TRIANGLES; break; // TODO implement this case aiPrimitiveType_LINE: p.mode = PrimitiveMode_LINES; break; case aiPrimitiveType_POINT: p.mode = PrimitiveMode_POINTS; break; default: // aiPrimitiveType_TRIANGLE p.mode = PrimitiveMode_TRIANGLES; } } } unsigned int glTFExporter::ExportNode(const aiNode* n) { Ref node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); if (!n->mTransformation.IsIdentity()) { node->matrix.isPresent = true; CopyValue(n->mTransformation, node->matrix.value); } for (unsigned int i = 0; i < n->mNumMeshes; ++i) { node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i])); } for (unsigned int i = 0; i < n->mNumChildren; ++i) { unsigned int idx = ExportNode(n->mChildren[i]); node->children.push_back(mAsset->nodes.Get(idx)); } return node.GetIndex(); } void glTFExporter::ExportScene() { const char* sceneName = "defaultScene"; Ref scene = mAsset->scenes.Create(sceneName); // root node will be the first one exported (idx 0) if (mAsset->nodes.Size() > 0) { scene->nodes.push_back(mAsset->nodes.Get(0u)); } // set as the default scene mAsset->scene = scene; } void glTFExporter::ExportMetadata() { glTF::AssetMetadata& asset = mAsset->asset; asset.version = 1; char buffer[256]; ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)", aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision()); asset.generator = buffer; } #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT