141 lines
5.2 KiB
C++
141 lines
5.2 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2021, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file GltfExporter.h
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* Declares the exporter class to write a scene to a gltf/glb file
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*/
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#ifndef AI_GLTF2EXPORTER_H_INC
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#define AI_GLTF2EXPORTER_H_INC
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#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
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#include <assimp/material.h>
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#include <assimp/types.h>
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#include <map>
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#include <memory>
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#include <sstream>
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#include <vector>
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struct aiScene;
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struct aiNode;
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struct aiMaterial;
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namespace glTFCommon {
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template <class T>
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class Ref;
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}
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namespace glTF2 {
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class Asset;
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struct TexProperty;
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struct TextureInfo;
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struct NormalTextureInfo;
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struct OcclusionTextureInfo;
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struct Node;
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struct Texture;
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struct PbrSpecularGlossiness;
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struct MaterialSheen;
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struct MaterialClearcoat;
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struct MaterialTransmission;
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// Vec/matrix types, as raw float arrays
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typedef float(vec2)[2];
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typedef float(vec3)[3];
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typedef float(vec4)[4];
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} // namespace glTF2
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namespace Assimp {
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class IOSystem;
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class IOStream;
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class ExportProperties;
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// ------------------------------------------------------------------------------------------------
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/** Helper class to export a given scene to an glTF file. */
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// ------------------------------------------------------------------------------------------------
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class glTF2Exporter {
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public:
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/// Constructor for a specific scene to export
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glTF2Exporter(const char *filename, IOSystem *pIOSystem, const aiScene *pScene,
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const ExportProperties *pProperties, bool binary);
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~glTF2Exporter();
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protected:
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void WriteBinaryData(IOStream *outfile, std::size_t sceneLength);
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void GetTexSampler(const aiMaterial &mat, glTFCommon::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
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void GetMatTexProp(const aiMaterial &mat, unsigned int &prop, const char *propName, aiTextureType tt, unsigned int idx);
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void GetMatTexProp(const aiMaterial &mat, float &prop, const char *propName, aiTextureType tt, unsigned int idx);
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void GetMatTex(const aiMaterial &mat, glTFCommon::Ref<glTF2::Texture> &texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial &mat, glTF2::TextureInfo &prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial &mat, glTF2::NormalTextureInfo &prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial &mat, glTF2::OcclusionTextureInfo &prop, aiTextureType tt, unsigned int slot);
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aiReturn GetMatColor(const aiMaterial &mat, glTF2::vec4 &prop, const char *propName, int type, int idx) const;
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aiReturn GetMatColor(const aiMaterial &mat, glTF2::vec3 &prop, const char *propName, int type, int idx) const;
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bool GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlossiness &pbrSG);
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bool GetMatSheen(const aiMaterial &mat, glTF2::MaterialSheen &sheen);
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bool GetMatClearcoat(const aiMaterial &mat, glTF2::MaterialClearcoat &clearcoat);
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bool GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission);
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void ExportMetadata();
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void ExportMaterials();
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void ExportMeshes();
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void MergeMeshes();
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unsigned int ExportNodeHierarchy(const aiNode *n);
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unsigned int ExportNode(const aiNode *node, glTFCommon::Ref<glTF2::Node> &parent);
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void ExportScene();
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void ExportAnimations();
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private:
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const char *mFilename;
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IOSystem *mIOSystem;
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const aiScene *mScene;
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const ExportProperties *mProperties;
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std::map<std::string, unsigned int> mTexturesByPath;
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std::shared_ptr<glTF2::Asset> mAsset;
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std::vector<unsigned char> mBodyData;
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};
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} // namespace Assimp
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#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
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#endif // AI_GLTF2EXPORTER_H_INC
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