1434 lines
55 KiB
C++
1434 lines
55 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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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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#include "AssetLib/glTF2/glTF2Exporter.h"
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#include "AssetLib/glTF2/glTF2AssetWriter.h"
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#include "PostProcessing/SplitLargeMeshes.h"
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#include <assimp/commonMetaData.h>
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#include <assimp/Exceptional.h>
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#include <assimp/StringComparison.h>
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#include <assimp/ByteSwapper.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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// Header files, standard library.
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#include <memory>
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#include <limits>
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#include <inttypes.h>
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using namespace rapidjson;
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using namespace Assimp;
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using namespace glTF2;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
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void ExportSceneGLTF2(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
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void ExportSceneGLB2(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, true);
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}
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} // end of namespace Assimp
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glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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const ExportProperties* pProperties, bool isBinary)
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: mFilename(filename)
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, mIOSystem(pIOSystem)
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, mProperties(pProperties)
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{
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mScene = pScene;
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mAsset.reset( new Asset( pIOSystem ) );
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if (isBinary) {
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mAsset->SetAsBinary();
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}
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ExportMetadata();
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ExportMaterials();
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if (mScene->mRootNode) {
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ExportNodeHierarchy(mScene->mRootNode);
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}
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ExportMeshes();
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MergeMeshes();
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ExportScene();
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ExportAnimations();
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// export extras
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if(mProperties->HasPropertyCallback("extras"))
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{
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std::function<void*(void*)> ExportExtras = mProperties->GetPropertyCallback("extras");
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mAsset->extras = (rapidjson::Value*)ExportExtras(0);
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}
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AssetWriter writer(*mAsset);
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if (isBinary) {
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writer.WriteGLBFile(filename);
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} else {
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writer.WriteFile(filename);
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}
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}
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glTF2Exporter::~glTF2Exporter() {
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// empty
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}
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/*
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* Copy a 4x4 matrix from struct aiMatrix to typedef mat4.
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* Also converts from row-major to column-major storage.
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*/
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static void CopyValue(const aiMatrix4x4& v, mat4& o) {
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o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
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o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2;
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o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3;
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o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
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}
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static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o) {
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memcpy(&o, &v, sizeof(aiMatrix4x4));
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}
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static void IdentityMatrix4(mat4& o) {
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
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o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0;
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o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
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}
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template<typename T>
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void SetAccessorRange(Ref<Accessor> acc, void* data, size_t count,
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unsigned int numCompsIn, unsigned int numCompsOut)
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{
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ai_assert(numCompsOut <= numCompsIn);
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// Allocate and initialize with large values.
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for (unsigned int i = 0 ; i < numCompsOut ; i++) {
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acc->min.push_back( std::numeric_limits<double>::max());
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acc->max.push_back(-std::numeric_limits<double>::max());
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}
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size_t totalComps = count * numCompsIn;
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T* buffer_ptr = static_cast<T*>(data);
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T* buffer_end = buffer_ptr + totalComps;
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// Search and set extreme values.
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for (; buffer_ptr < buffer_end ; buffer_ptr += numCompsIn) {
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for (unsigned int j = 0 ; j < numCompsOut ; j++) {
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double valueTmp = buffer_ptr[j];
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// Gracefully tolerate rogue NaN's in buffer data
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// Any NaNs/Infs introduced in accessor bounds will end up in
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// document and prevent rapidjson from writing out valid JSON
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if (!std::isfinite(valueTmp)) {
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continue;
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}
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if (valueTmp < acc->min[j]) {
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acc->min[j] = valueTmp;
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}
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if (valueTmp > acc->max[j]) {
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acc->max[j] = valueTmp;
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}
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}
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}
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}
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inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* data,
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size_t count, unsigned int numCompsIn, unsigned int numCompsOut)
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{
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switch (compType) {
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case ComponentType_SHORT:
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SetAccessorRange<short>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_SHORT:
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SetAccessorRange<unsigned short>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_INT:
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SetAccessorRange<unsigned int>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_FLOAT:
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SetAccessorRange<float>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_BYTE:
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SetAccessorRange<int8_t>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_BYTE:
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SetAccessorRange<uint8_t>(acc, data, count, numCompsIn, numCompsOut);
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return;
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}
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}
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// compute the (data-dataBase), store the non-zero data items
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template <typename T>
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size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&outputNZDiff, void *&outputNZIdx) {
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std::vector<T> vNZDiff;
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std::vector<unsigned short> vNZIdx;
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size_t totalComps = count * numCompsIn;
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T *bufferData_ptr = static_cast<T *>(data);
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T *bufferData_end = bufferData_ptr + totalComps;
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T *bufferBase_ptr = static_cast<T *>(dataBase);
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// Search and set extreme values.
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for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
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bool bNonZero = false;
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//for the data, check any component Non Zero
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for (unsigned int j = 0; j < numCompsOut; j++) {
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double valueData = bufferData_ptr[j];
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double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
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if ((valueData - valueBase) != 0) {
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bNonZero = true;
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break;
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}
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}
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//all zeros, continue
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if (!bNonZero)
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continue;
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//non zero, store the data
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for (unsigned int j = 0; j < numCompsOut; j++) {
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T valueData = bufferData_ptr[j];
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T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
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vNZDiff.push_back(valueData - valueBase);
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}
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vNZIdx.push_back(idx);
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}
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//avoid all-0, put 1 item
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if (vNZDiff.size() == 0) {
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for (unsigned int j = 0; j < numCompsOut; j++)
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vNZDiff.push_back(0);
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vNZIdx.push_back(0);
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}
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//process data
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outputNZDiff = new T[vNZDiff.size()];
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memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));
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outputNZIdx = new unsigned short[vNZIdx.size()];
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memcpy(outputNZIdx, vNZIdx.data(), vNZIdx.size() * sizeof(unsigned short));
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return vNZIdx.size();
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}
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inline size_t NZDiff(ComponentType compType, void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&nzDiff, void *&nzIdx) {
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switch (compType) {
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case ComponentType_SHORT:
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return NZDiff<short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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case ComponentType_UNSIGNED_SHORT:
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return NZDiff<unsigned short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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case ComponentType_UNSIGNED_INT:
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return NZDiff<unsigned int>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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case ComponentType_FLOAT:
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return NZDiff<float>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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case ComponentType_BYTE:
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return NZDiff<int8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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case ComponentType_UNSIGNED_BYTE:
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return NZDiff<uint8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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}
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return 0;
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}
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inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
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size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE, void *dataBase = 0) {
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if (!count || !data) {
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return Ref<Accessor>();
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}
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unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
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unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
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unsigned int bytesPerComp = ComponentTypeSize(compType);
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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// if there is a basic data vector
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if (dataBase) {
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size_t base_offset = buffer->byteLength;
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size_t base_padding = base_offset % bytesPerComp;
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base_offset += base_padding;
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size_t base_length = count * numCompsOut * bytesPerComp;
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buffer->Grow(base_length + base_padding);
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Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
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bv->buffer = buffer;
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bv->byteOffset = base_offset;
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bv->byteLength = base_length; //! The target that the WebGL buffer should be bound to.
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bv->byteStride = 0;
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bv->target = target;
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acc->bufferView = bv;
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acc->WriteData(count, dataBase, numCompsIn * bytesPerComp);
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}
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acc->byteOffset = 0;
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acc->componentType = compType;
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acc->count = count;
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acc->type = typeOut;
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if (data) {
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void *nzDiff = 0, *nzIdx = 0;
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size_t nzCount = NZDiff(compType, data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
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acc->sparse.reset(new Accessor::Sparse);
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acc->sparse->count = nzCount;
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//indices
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unsigned int bytesPerIdx = sizeof(unsigned short);
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size_t indices_offset = buffer->byteLength;
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size_t indices_padding = indices_offset % bytesPerIdx;
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indices_offset += indices_padding;
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size_t indices_length = nzCount * 1 * bytesPerIdx;
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buffer->Grow(indices_length + indices_padding);
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Ref<BufferView> indicesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
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indicesBV->buffer = buffer;
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indicesBV->byteOffset = indices_offset;
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indicesBV->byteLength = indices_length;
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indicesBV->byteStride = 0;
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acc->sparse->indices = indicesBV;
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acc->sparse->indicesType = ComponentType_UNSIGNED_SHORT;
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acc->sparse->indicesByteOffset = 0;
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acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);
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//values
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size_t values_offset = buffer->byteLength;
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size_t values_padding = values_offset % bytesPerComp;
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values_offset += values_padding;
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size_t values_length = nzCount * numCompsOut * bytesPerComp;
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buffer->Grow(values_length + values_padding);
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Ref<BufferView> valuesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
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valuesBV->buffer = buffer;
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valuesBV->byteOffset = values_offset;
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valuesBV->byteLength = values_length;
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valuesBV->byteStride = 0;
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acc->sparse->values = valuesBV;
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acc->sparse->valuesByteOffset = 0;
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acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);
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//clear
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delete[] (char*)nzDiff;
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delete[] (char*)nzIdx;
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}
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return acc;
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}
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inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
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size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE)
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{
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if (!count || !data) {
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return Ref<Accessor>();
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}
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unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
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unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
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unsigned int bytesPerComp = ComponentTypeSize(compType);
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size_t offset = buffer->byteLength;
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// make sure offset is correctly byte-aligned, as required by spec
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size_t padding = offset % bytesPerComp;
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offset += padding;
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size_t length = count * numCompsOut * bytesPerComp;
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buffer->Grow(length + padding);
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// bufferView
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Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
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bv->buffer = buffer;
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bv->byteOffset = offset;
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bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
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bv->byteStride = 0;
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bv->target = target;
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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acc->bufferView = bv;
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acc->byteOffset = 0;
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acc->componentType = compType;
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acc->count = count;
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acc->type = typeOut;
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// calculate min and max values
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SetAccessorRange(compType, acc, data, count, numCompsIn, numCompsOut);
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// copy the data
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acc->WriteData(count, data, numCompsIn*bytesPerComp);
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return acc;
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}
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inline void SetSamplerWrap(SamplerWrap& wrap, aiTextureMapMode map)
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{
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switch (map) {
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case aiTextureMapMode_Clamp:
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wrap = SamplerWrap::Clamp_To_Edge;
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break;
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case aiTextureMapMode_Mirror:
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wrap = SamplerWrap::Mirrored_Repeat;
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break;
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case aiTextureMapMode_Wrap:
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case aiTextureMapMode_Decal:
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default:
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wrap = SamplerWrap::Repeat;
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break;
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};
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}
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void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot)
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{
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aiString aId;
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std::string id;
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if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
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id = aId.C_Str();
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}
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if (Ref<Sampler> ref = mAsset->samplers.Get(id.c_str())) {
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texture->sampler = ref;
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} else {
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id = mAsset->FindUniqueID(id, "sampler");
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texture->sampler = mAsset->samplers.Create(id.c_str());
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aiTextureMapMode mapU, mapV;
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SamplerMagFilter filterMag;
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SamplerMinFilter filterMin;
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if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int*)&mapU) == AI_SUCCESS) {
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SetSamplerWrap(texture->sampler->wrapS, mapU);
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int*)&mapV) == AI_SUCCESS) {
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SetSamplerWrap(texture->sampler->wrapT, mapV);
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int*)&filterMag) == AI_SUCCESS) {
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texture->sampler->magFilter = filterMag;
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int*)&filterMin) == AI_SUCCESS) {
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texture->sampler->minFilter = filterMin;
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}
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aiString name;
|
|
if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
|
|
texture->sampler->name = name.C_Str();
|
|
}
|
|
}
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int slot)
|
|
{
|
|
std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
|
|
|
|
mat->Get(textureKey.c_str(), tt, slot, prop);
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int slot)
|
|
{
|
|
std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
|
|
|
|
mat->Get(textureKey.c_str(), tt, slot, prop);
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTextureType tt, unsigned int slot = 0)
|
|
{
|
|
|
|
if (mat->GetTextureCount(tt) > 0) {
|
|
aiString tex;
|
|
|
|
if (mat->Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
|
|
std::string path = tex.C_Str();
|
|
|
|
if (path.size() > 0) {
|
|
std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
|
|
if (it != mTexturesByPath.end()) {
|
|
texture = mAsset->textures.Get(it->second);
|
|
}
|
|
|
|
if (!texture) {
|
|
std::string texId = mAsset->FindUniqueID("", "texture");
|
|
texture = mAsset->textures.Create(texId);
|
|
mTexturesByPath[path] = texture.GetIndex();
|
|
|
|
std::string imgId = mAsset->FindUniqueID("", "image");
|
|
texture->source = mAsset->images.Create(imgId);
|
|
|
|
if (path[0] == '*') { // embedded
|
|
aiTexture* curTex = mScene->mTextures[atoi(&path[1])];
|
|
|
|
texture->source->name = curTex->mFilename.C_Str();
|
|
|
|
// The asset has its own buffer, see Image::SetData
|
|
texture->source->SetData(reinterpret_cast<uint8_t *>(curTex->pcData), curTex->mWidth, *mAsset);
|
|
|
|
if (curTex->achFormatHint[0]) {
|
|
std::string mimeType = "image/";
|
|
mimeType += (memcmp(curTex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : curTex->achFormatHint;
|
|
texture->source->mimeType = mimeType;
|
|
}
|
|
}
|
|
else {
|
|
texture->source->uri = path;
|
|
}
|
|
|
|
GetTexSampler(mat, texture, tt, slot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTex(const aiMaterial* mat, TextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
|
|
{
|
|
Ref<Texture>& texture = prop.texture;
|
|
|
|
GetMatTex(mat, texture, tt, slot);
|
|
|
|
if (texture) {
|
|
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
|
|
}
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTex(const aiMaterial* mat, NormalTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
|
|
{
|
|
Ref<Texture>& texture = prop.texture;
|
|
|
|
GetMatTex(mat, texture, tt, slot);
|
|
|
|
if (texture) {
|
|
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
|
|
GetMatTexProp(mat, prop.scale, "scale", tt, slot);
|
|
}
|
|
}
|
|
|
|
void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
|
|
{
|
|
Ref<Texture>& texture = prop.texture;
|
|
|
|
GetMatTex(mat, texture, tt, slot);
|
|
|
|
if (texture) {
|
|
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
|
|
GetMatTexProp(mat, prop.strength, "strength", tt, slot);
|
|
}
|
|
}
|
|
|
|
aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx)
|
|
{
|
|
aiColor4D col;
|
|
aiReturn result = mat->Get(propName, type, idx, col);
|
|
|
|
if (result == AI_SUCCESS) {
|
|
prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx)
|
|
{
|
|
aiColor3D col;
|
|
aiReturn result = mat->Get(propName, type, idx, col);
|
|
|
|
if (result == AI_SUCCESS) {
|
|
prop[0] = col.r; prop[1] = col.g; prop[2] = col.b;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void glTF2Exporter::ExportMaterials()
|
|
{
|
|
aiString aiName;
|
|
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
|
|
const aiMaterial* mat = mScene->mMaterials[i];
|
|
|
|
std::string id = "material_" + ai_to_string(i);
|
|
|
|
Ref<Material> m = mAsset->materials.Create(id);
|
|
|
|
std::string name;
|
|
if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
|
|
name = aiName.C_Str();
|
|
}
|
|
name = mAsset->FindUniqueID(name, "material");
|
|
|
|
m->name = name;
|
|
|
|
GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
|
|
|
|
if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
|
|
//if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
|
|
GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
|
|
}
|
|
|
|
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
|
|
|
|
if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) {
|
|
// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
|
|
//a fallback to any diffuse color should be used instead
|
|
GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
|
|
}
|
|
|
|
if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
|
|
//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
|
|
m->pbrMetallicRoughness.metallicFactor = 0;
|
|
}
|
|
|
|
// get roughness if source is gltf2 file
|
|
if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
|
|
// otherwise, try to derive and convert from specular + shininess values
|
|
aiColor4D specularColor;
|
|
ai_real shininess;
|
|
|
|
if (
|
|
mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS &&
|
|
mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS
|
|
) {
|
|
// convert specular color to luminance
|
|
float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
|
|
//normalize shininess (assuming max is 1000) with an inverse exponentional curve
|
|
float normalizedShininess = std::sqrt(shininess / 1000);
|
|
|
|
//clamp the shininess value between 0 and 1
|
|
normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
|
|
// low specular intensity values should produce a rough material even if shininess is high.
|
|
normalizedShininess = normalizedShininess * specularIntensity;
|
|
|
|
m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess;
|
|
}
|
|
}
|
|
|
|
GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS);
|
|
GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP);
|
|
GetMatTex(mat, m->emissiveTexture, aiTextureType_EMISSIVE);
|
|
GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
mat->Get(AI_MATKEY_TWOSIDED, m->doubleSided);
|
|
mat->Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
|
|
|
|
aiString alphaMode;
|
|
|
|
if (mat->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) {
|
|
m->alphaMode = alphaMode.C_Str();
|
|
} else {
|
|
float opacity;
|
|
|
|
if (mat->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
|
|
if (opacity < 1) {
|
|
m->alphaMode = "BLEND";
|
|
m->pbrMetallicRoughness.baseColorFactor[3] *= opacity;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool hasPbrSpecularGlossiness = false;
|
|
mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, hasPbrSpecularGlossiness);
|
|
|
|
if (hasPbrSpecularGlossiness) {
|
|
|
|
if (!mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness) {
|
|
mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
|
|
}
|
|
|
|
PbrSpecularGlossiness pbrSG;
|
|
|
|
GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
|
|
GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
if (mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) != AI_SUCCESS) {
|
|
float shininess;
|
|
|
|
if (mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
|
|
pbrSG.glossinessFactor = shininess / 1000;
|
|
}
|
|
}
|
|
|
|
GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
|
|
GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
|
|
|
|
m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
|
|
}
|
|
|
|
bool unlit;
|
|
if (mat->Get(AI_MATKEY_GLTF_UNLIT, unlit) == AI_SUCCESS && unlit) {
|
|
mAsset->extensionsUsed.KHR_materials_unlit = true;
|
|
m->unlit = true;
|
|
}
|
|
|
|
bool hasMaterialSheen = false;
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_SHEEN, hasMaterialSheen);
|
|
|
|
if (hasMaterialSheen) {
|
|
mAsset->extensionsUsed.KHR_materials_sheen = true;
|
|
|
|
MaterialSheen sheen;
|
|
|
|
GetMatColor(mat, sheen.sheenColorFactor, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR);
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR, sheen.sheenRoughnessFactor);
|
|
GetMatTex(mat, sheen.sheenColorTexture, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
|
|
GetMatTex(mat, sheen.sheenRoughnessTexture, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
|
|
|
|
m->materialSheen = Nullable<MaterialSheen>(sheen);
|
|
}
|
|
|
|
bool hasMaterialClearcoat = false;
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT, hasMaterialClearcoat);
|
|
|
|
if (hasMaterialClearcoat) {
|
|
mAsset->extensionsUsed.KHR_materials_clearcoat= true;
|
|
|
|
MaterialClearcoat clearcoat;
|
|
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR, clearcoat.clearcoatFactor);
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat.clearcoatRoughnessFactor);
|
|
GetMatTex(mat, clearcoat.clearcoatTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE);
|
|
GetMatTex(mat, clearcoat.clearcoatRoughnessTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
|
|
GetMatTex(mat, clearcoat.clearcoatNormalTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
|
|
|
|
m->materialClearcoat = Nullable<MaterialClearcoat>(clearcoat);
|
|
}
|
|
|
|
bool hasMaterialTransmission = false;
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_TRANSMISSION, hasMaterialTransmission);
|
|
|
|
if (hasMaterialTransmission) {
|
|
mAsset->extensionsUsed.KHR_materials_transmission = true;
|
|
|
|
MaterialTransmission transmission;
|
|
|
|
mat->Get(AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR, transmission.transmissionFactor);
|
|
GetMatTex(mat, transmission.transmissionTexture, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE);
|
|
|
|
m->materialTransmission = Nullable<MaterialTransmission>(transmission);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Search through node hierarchy and find the node containing the given meshID.
|
|
* Returns true on success, and false otherwise.
|
|
*/
|
|
bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
|
|
{
|
|
for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
|
|
if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
|
|
meshNode = nodeIn;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
|
|
if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Find the root joint of the skeleton.
|
|
* Starts will any joint node and traces up the tree,
|
|
* until a parent is found that does not have a jointName.
|
|
* Returns the first parent Ref<Node> found that does not have a jointName.
|
|
*/
|
|
Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
|
|
{
|
|
Ref<Node> startNodeRef;
|
|
Ref<Node> parentNodeRef;
|
|
|
|
// Arbitrarily use the first joint to start the search.
|
|
startNodeRef = skinRef->jointNames[0];
|
|
parentNodeRef = skinRef->jointNames[0];
|
|
|
|
do {
|
|
startNodeRef = parentNodeRef;
|
|
parentNodeRef = startNodeRef->parent;
|
|
} while (!parentNodeRef->jointName.empty());
|
|
|
|
return parentNodeRef;
|
|
}
|
|
|
|
void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
|
|
{
|
|
if (aimesh->mNumBones < 1) {
|
|
return;
|
|
}
|
|
|
|
// Store the vertex joint and weight data.
|
|
const size_t NumVerts( aimesh->mNumVertices );
|
|
vec4* vertexJointData = new vec4[ NumVerts ];
|
|
vec4* vertexWeightData = new vec4[ NumVerts ];
|
|
int* jointsPerVertex = new int[ NumVerts ];
|
|
for (size_t i = 0; i < NumVerts; ++i) {
|
|
jointsPerVertex[i] = 0;
|
|
for (size_t j = 0; j < 4; ++j) {
|
|
vertexJointData[i][j] = 0;
|
|
vertexWeightData[i][j] = 0;
|
|
}
|
|
}
|
|
|
|
for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) {
|
|
const aiBone* aib = aimesh->mBones[idx_bone];
|
|
|
|
// aib->mName =====> skinRef->jointNames
|
|
// Find the node with id = mName.
|
|
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
|
|
nodeRef->jointName = nodeRef->name;
|
|
|
|
unsigned int jointNamesIndex = 0;
|
|
bool addJointToJointNames = true;
|
|
for ( unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
|
|
if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
|
|
addJointToJointNames = false;
|
|
jointNamesIndex = idx_joint;
|
|
}
|
|
}
|
|
|
|
if (addJointToJointNames) {
|
|
skinRef->jointNames.push_back(nodeRef);
|
|
|
|
// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
|
|
aiMatrix4x4 tmpMatrix4;
|
|
CopyValue(aib->mOffsetMatrix, tmpMatrix4);
|
|
inverseBindMatricesData.push_back(tmpMatrix4);
|
|
jointNamesIndex = static_cast<unsigned int>(inverseBindMatricesData.size() - 1);
|
|
}
|
|
|
|
// aib->mWeights =====> vertexWeightData
|
|
for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
|
|
unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
|
|
float vertWeight = aib->mWeights[idx_weights].mWeight;
|
|
|
|
// A vertex can only have at most four joint weights. Ignore all others.
|
|
if (jointsPerVertex[vertexId] > 3) {
|
|
continue;
|
|
}
|
|
|
|
vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
|
|
vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
|
|
|
|
jointsPerVertex[vertexId] += 1;
|
|
}
|
|
|
|
} // End: for-loop mNumMeshes
|
|
|
|
Mesh::Primitive& p = meshRef->primitives.back();
|
|
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
|
if ( vertexJointAccessor ) {
|
|
size_t offset = vertexJointAccessor->bufferView->byteOffset;
|
|
size_t bytesLen = vertexJointAccessor->bufferView->byteLength;
|
|
unsigned int s_bytesPerComp= ComponentTypeSize(ComponentType_UNSIGNED_SHORT);
|
|
unsigned int bytesPerComp = ComponentTypeSize(vertexJointAccessor->componentType);
|
|
size_t s_bytesLen = bytesLen * s_bytesPerComp / bytesPerComp;
|
|
Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
|
|
uint8_t* arrys = new uint8_t[bytesLen];
|
|
unsigned int i = 0;
|
|
for ( unsigned int j = 0; j <= bytesLen; j += bytesPerComp ){
|
|
size_t len_p = offset + j;
|
|
float f_value = *(float *)&buf->GetPointer()[len_p];
|
|
unsigned short c = static_cast<unsigned short>(f_value);
|
|
memcpy(&arrys[i*s_bytesPerComp], &c, s_bytesPerComp);
|
|
++i;
|
|
}
|
|
buf->ReplaceData_joint(offset, bytesLen, arrys, bytesLen);
|
|
vertexJointAccessor->componentType = ComponentType_UNSIGNED_SHORT;
|
|
vertexJointAccessor->bufferView->byteLength = s_bytesLen;
|
|
|
|
p.attributes.joint.push_back( vertexJointAccessor );
|
|
delete[] arrys;
|
|
}
|
|
|
|
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
|
|
vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
|
if ( vertexWeightAccessor ) {
|
|
p.attributes.weight.push_back( vertexWeightAccessor );
|
|
}
|
|
delete[] jointsPerVertex;
|
|
delete[] vertexWeightData;
|
|
delete[] vertexJointData;
|
|
}
|
|
|
|
void glTF2Exporter::ExportMeshes()
|
|
{
|
|
typedef decltype(aiFace::mNumIndices) IndicesType;
|
|
|
|
std::string fname = std::string(mFilename);
|
|
std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf"));
|
|
std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
|
|
|
|
Ref<Buffer> b = mAsset->GetBodyBuffer();
|
|
if (!b) {
|
|
b = mAsset->buffers.Create(bufferId);
|
|
}
|
|
|
|
//----------------------------------------
|
|
// Initialize variables for the skin
|
|
bool createSkin = false;
|
|
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
|
|
const aiMesh* aim = mScene->mMeshes[idx_mesh];
|
|
if(aim->HasBones()) {
|
|
createSkin = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Ref<Skin> skinRef;
|
|
std::string skinName = mAsset->FindUniqueID("skin", "skin");
|
|
std::vector<aiMatrix4x4> inverseBindMatricesData;
|
|
if(createSkin) {
|
|
skinRef = mAsset->skins.Create(skinName);
|
|
skinRef->name = skinName;
|
|
}
|
|
//----------------------------------------
|
|
|
|
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
|
|
const aiMesh* aim = mScene->mMeshes[idx_mesh];
|
|
|
|
std::string name = aim->mName.C_Str();
|
|
|
|
std::string meshId = mAsset->FindUniqueID(name, "mesh");
|
|
Ref<Mesh> m = mAsset->meshes.Create(meshId);
|
|
m->primitives.resize(1);
|
|
Mesh::Primitive& p = m->primitives.back();
|
|
|
|
m->name = name;
|
|
|
|
p.material = mAsset->materials.Get(aim->mMaterialIndex);
|
|
|
|
/******************* Vertices ********************/
|
|
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
|
if (v) p.attributes.position.push_back(v);
|
|
|
|
/******************** Normals ********************/
|
|
// Normalize all normals as the validator can emit a warning otherwise
|
|
if ( nullptr != aim->mNormals) {
|
|
for ( auto i = 0u; i < aim->mNumVertices; ++i ) {
|
|
aim->mNormals[ i ].NormalizeSafe();
|
|
}
|
|
}
|
|
|
|
Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
|
if (n) p.attributes.normal.push_back(n);
|
|
|
|
/************** Texture coordinates **************/
|
|
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
|
if (!aim->HasTextureCoords(i))
|
|
continue;
|
|
|
|
// Flip UV y coords
|
|
if (aim -> mNumUVComponents[i] > 1) {
|
|
for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
|
|
aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
|
|
}
|
|
}
|
|
|
|
if (aim->mNumUVComponents[i] > 0) {
|
|
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
|
|
|
|
Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
|
if (tc) p.attributes.texcoord.push_back(tc);
|
|
}
|
|
}
|
|
|
|
/*************** Vertex colors ****************/
|
|
for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
|
|
Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
|
|
if (c)
|
|
p.attributes.color.push_back(c);
|
|
}
|
|
|
|
/*************** Vertices indices ****************/
|
|
if (aim->mNumFaces > 0) {
|
|
std::vector<IndicesType> indices;
|
|
unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
|
|
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] = IndicesType(aim->mFaces[i].mIndices[j]);
|
|
}
|
|
}
|
|
|
|
p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/*************** Skins ****************/
|
|
if(aim->HasBones()) {
|
|
ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
|
|
}
|
|
|
|
/*************** Targets for blendshapes ****************/
|
|
if (aim->mNumAnimMeshes > 0) {
|
|
bool bUseSparse = this->mProperties->HasPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP") &&
|
|
this->mProperties->GetPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP");
|
|
bool bIncludeNormal = this->mProperties->HasPropertyBool("GLTF2_TARGET_NORMAL_EXP") &&
|
|
this->mProperties->GetPropertyBool("GLTF2_TARGET_NORMAL_EXP");
|
|
bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
|
|
this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
|
|
|
|
p.targets.resize(aim->mNumAnimMeshes);
|
|
for (unsigned int am = 0; am < aim->mNumAnimMeshes; ++am) {
|
|
aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
|
|
if (bExportTargetNames)
|
|
m->targetNames.push_back(pAnimMesh->mName.data);
|
|
// position
|
|
if (pAnimMesh->HasPositions()) {
|
|
// NOTE: in gltf it is the diff stored
|
|
aiVector3D *pPositionDiff = new aiVector3D[pAnimMesh->mNumVertices];
|
|
for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
|
|
pPositionDiff[vt] = pAnimMesh->mVertices[vt] - aim->mVertices[vt];
|
|
}
|
|
Ref<Accessor> vec;
|
|
if (bUseSparse) {
|
|
vec = ExportDataSparse(*mAsset, meshId, b,
|
|
pAnimMesh->mNumVertices, pPositionDiff,
|
|
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
} else {
|
|
vec = ExportData(*mAsset, meshId, b,
|
|
pAnimMesh->mNumVertices, pPositionDiff,
|
|
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
}
|
|
if (vec) {
|
|
p.targets[am].position.push_back(vec);
|
|
}
|
|
delete[] pPositionDiff;
|
|
}
|
|
|
|
// normal
|
|
if (pAnimMesh->HasNormals() && bIncludeNormal) {
|
|
aiVector3D *pNormalDiff = new aiVector3D[pAnimMesh->mNumVertices];
|
|
for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
|
|
pNormalDiff[vt] = pAnimMesh->mNormals[vt] - aim->mNormals[vt];
|
|
}
|
|
Ref<Accessor> vec;
|
|
if (bUseSparse) {
|
|
vec = ExportDataSparse(*mAsset, meshId, b,
|
|
pAnimMesh->mNumVertices, pNormalDiff,
|
|
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
} else {
|
|
vec = ExportData(*mAsset, meshId, b,
|
|
pAnimMesh->mNumVertices, pNormalDiff,
|
|
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
}
|
|
if (vec) {
|
|
p.targets[am].normal.push_back(vec);
|
|
}
|
|
delete[] pNormalDiff;
|
|
}
|
|
|
|
// tangent?
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------
|
|
// Finish the skin
|
|
// Create the Accessor for skinRef->inverseBindMatrices
|
|
bool bAddCustomizedProperty = this->mProperties->HasPropertyBool("GLTF2_CUSTOMIZE_PROPERTY");
|
|
if (createSkin) {
|
|
mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
|
|
for ( unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
|
|
CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
|
|
}
|
|
|
|
Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b,
|
|
static_cast<unsigned int>(inverseBindMatricesData.size()),
|
|
invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
|
|
if (invBindMatrixAccessor) {
|
|
skinRef->inverseBindMatrices = invBindMatrixAccessor;
|
|
}
|
|
|
|
// Identity Matrix =====> skinRef->bindShapeMatrix
|
|
// Temporary. Hard-coded identity matrix here
|
|
skinRef->bindShapeMatrix.isPresent = bAddCustomizedProperty;
|
|
IdentityMatrix4(skinRef->bindShapeMatrix.value);
|
|
|
|
// Find nodes that contain a mesh with bones and add "skeletons" and "skin" attributes to those nodes.
|
|
Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
|
|
Ref<Node> meshNode;
|
|
for (unsigned int meshIndex = 0; meshIndex < mAsset->meshes.Size(); ++meshIndex) {
|
|
Ref<Mesh> mesh = mAsset->meshes.Get(meshIndex);
|
|
bool hasBones = false;
|
|
for (unsigned int i = 0; i < mesh->primitives.size(); ++i) {
|
|
if (!mesh->primitives[i].attributes.weight.empty()) {
|
|
hasBones = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!hasBones) {
|
|
continue;
|
|
}
|
|
std::string meshID = mesh->id;
|
|
FindMeshNode(rootNode, meshNode, meshID);
|
|
Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
|
|
if(bAddCustomizedProperty)
|
|
meshNode->skeletons.push_back(rootJoint);
|
|
meshNode->skin = skinRef;
|
|
}
|
|
delete[] invBindMatrixData;
|
|
}
|
|
}
|
|
|
|
// Merges a node's multiple meshes (with one primitive each) into one mesh with multiple primitives
|
|
void glTF2Exporter::MergeMeshes()
|
|
{
|
|
for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) {
|
|
Ref<Node> node = mAsset->nodes.Get(n);
|
|
|
|
unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size());
|
|
|
|
//skip if it's 1 or less meshes per node
|
|
if (nMeshes > 1) {
|
|
Ref<Mesh> firstMesh = node->meshes.at(0);
|
|
|
|
//loop backwards to allow easy removal of a mesh from a node once it's merged
|
|
for (unsigned int m = nMeshes - 1; m >= 1; --m) {
|
|
Ref<Mesh> mesh = node->meshes.at(m);
|
|
|
|
//append this mesh's primitives to the first mesh's primitives
|
|
firstMesh->primitives.insert(
|
|
firstMesh->primitives.end(),
|
|
mesh->primitives.begin(),
|
|
mesh->primitives.end()
|
|
);
|
|
|
|
//remove the mesh from the list of meshes
|
|
unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());
|
|
|
|
//find the presence of the removed mesh in other nodes
|
|
for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
|
|
Ref<Node> curNode = mAsset->nodes.Get(nn);
|
|
|
|
for (unsigned int mm = 0; mm < curNode->meshes.size(); ++mm) {
|
|
Ref<Mesh> &meshRef = curNode->meshes.at(mm);
|
|
unsigned int meshIndex = meshRef.GetIndex();
|
|
|
|
if (meshIndex == removedIndex) {
|
|
curNode->meshes.erase(curNode->meshes.begin() + mm);
|
|
} else if (meshIndex > removedIndex) {
|
|
Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
|
|
|
|
meshRef = newMeshRef;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//since we were looping backwards, reverse the order of merged primitives to their original order
|
|
std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Export the root node of the node hierarchy.
|
|
* Calls ExportNode for all children.
|
|
*/
|
|
unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode* n)
|
|
{
|
|
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
|
|
|
|
node->name = n->mName.C_Str();
|
|
|
|
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);
|
|
node->children.push_back(mAsset->nodes.Get(idx));
|
|
}
|
|
|
|
return node.GetIndex();
|
|
}
|
|
|
|
/*
|
|
* Export node and recursively calls ExportNode for all children.
|
|
* Since these nodes are not the root node, we also export the parent Ref<Node>
|
|
*/
|
|
unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
|
|
{
|
|
std::string name = mAsset->FindUniqueID(n->mName.C_Str(), "node");
|
|
Ref<Node> node = mAsset->nodes.Create(name);
|
|
|
|
node->parent = parent;
|
|
node->name = name;
|
|
|
|
if (!n->mTransformation.IsIdentity()) {
|
|
if (mScene->mNumAnimations > 0 || (mProperties && mProperties->HasPropertyBool("GLTF2_NODE_IN_TRS"))) {
|
|
aiQuaternion quaternion;
|
|
n->mTransformation.Decompose(*reinterpret_cast<aiVector3D *>(&node->scale.value), quaternion, *reinterpret_cast<aiVector3D *>(&node->translation.value));
|
|
|
|
aiVector3D vector(static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f));
|
|
if (!reinterpret_cast<aiVector3D *>(&node->scale.value)->Equal(vector)) {
|
|
node->scale.isPresent = true;
|
|
}
|
|
if (!reinterpret_cast<aiVector3D *>(&node->translation.value)->Equal(vector)) {
|
|
node->translation.isPresent = true;
|
|
}
|
|
node->rotation.isPresent = true;
|
|
node->rotation.value[0] = quaternion.x;
|
|
node->rotation.value[1] = quaternion.y;
|
|
node->rotation.value[2] = quaternion.z;
|
|
node->rotation.value[3] = quaternion.w;
|
|
node->matrix.isPresent = false;
|
|
} else {
|
|
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);
|
|
node->children.push_back(mAsset->nodes.Get(idx));
|
|
}
|
|
|
|
return node.GetIndex();
|
|
}
|
|
|
|
|
|
void glTF2Exporter::ExportScene()
|
|
{
|
|
const char* sceneName = "defaultScene";
|
|
Ref<Scene> 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 glTF2Exporter::ExportMetadata()
|
|
{
|
|
AssetMetadata& asset = mAsset->asset;
|
|
asset.version = "2.0";
|
|
|
|
char buffer[256];
|
|
ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
|
|
aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
|
|
|
|
asset.generator = buffer;
|
|
|
|
// Copyright
|
|
aiString copyright_str;
|
|
if (mScene->mMetaData != nullptr && mScene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, copyright_str)) {
|
|
asset.copyright = copyright_str.C_Str();
|
|
}
|
|
}
|
|
|
|
inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<Buffer>& buffer, std::vector<float>& times)
|
|
{
|
|
return ExportData(asset, animId, buffer, (unsigned int)times.size(), ×[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
|
|
}
|
|
|
|
inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
|
|
{
|
|
const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
|
|
|
|
std::vector<float> times(numKeyframes);
|
|
std::vector<float> values(numKeyframes * 3);
|
|
for (unsigned int i = 0; i < numKeyframes; ++i) {
|
|
const aiVectorKey& key = nodeChannel->mPositionKeys[i];
|
|
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
|
|
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
|
|
values[(i * 3) + 0] = key.mValue.x;
|
|
values[(i * 3) + 1] = key.mValue.y;
|
|
values[(i * 3) + 2] = key.mValue.z;
|
|
}
|
|
|
|
sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
|
|
sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
sampler.interpolation = Interpolation_LINEAR;
|
|
}
|
|
|
|
inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
|
|
{
|
|
const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
|
|
|
|
std::vector<float> times(numKeyframes);
|
|
std::vector<float> values(numKeyframes * 3);
|
|
for (unsigned int i = 0; i < numKeyframes; ++i) {
|
|
const aiVectorKey& key = nodeChannel->mScalingKeys[i];
|
|
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
|
|
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
|
|
values[(i * 3) + 0] = key.mValue.x;
|
|
values[(i * 3) + 1] = key.mValue.y;
|
|
values[(i * 3) + 2] = key.mValue.z;
|
|
}
|
|
|
|
sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
|
|
sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
sampler.interpolation = Interpolation_LINEAR;
|
|
}
|
|
|
|
inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
|
|
{
|
|
const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
|
|
|
|
std::vector<float> times(numKeyframes);
|
|
std::vector<float> values(numKeyframes * 4);
|
|
for (unsigned int i = 0; i < numKeyframes; ++i) {
|
|
const aiQuatKey& key = nodeChannel->mRotationKeys[i];
|
|
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
|
|
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
|
|
values[(i * 4) + 0] = key.mValue.x;
|
|
values[(i * 4) + 1] = key.mValue.y;
|
|
values[(i * 4) + 2] = key.mValue.z;
|
|
values[(i * 4) + 3] = key.mValue.w;
|
|
}
|
|
|
|
sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
|
|
sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
|
sampler.interpolation = Interpolation_LINEAR;
|
|
}
|
|
|
|
static void AddSampler(Ref<Animation>& animRef, Ref<Node>& nodeRef, Animation::Sampler& sampler, AnimationPath path)
|
|
{
|
|
Animation::Channel channel;
|
|
channel.sampler = static_cast<int>(animRef->samplers.size());
|
|
channel.target.path = path;
|
|
channel.target.node = nodeRef;
|
|
animRef->channels.push_back(channel);
|
|
animRef->samplers.push_back(sampler);
|
|
}
|
|
|
|
void glTF2Exporter::ExportAnimations()
|
|
{
|
|
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
|
|
|
|
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
|
|
const aiAnimation* anim = mScene->mAnimations[i];
|
|
const float ticksPerSecond = static_cast<float>(anim->mTicksPerSecond);
|
|
|
|
std::string nameAnim = "anim";
|
|
if (anim->mName.length > 0) {
|
|
nameAnim = anim->mName.C_Str();
|
|
}
|
|
Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
|
|
animRef->name = nameAnim;
|
|
|
|
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
|
|
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
|
|
|
|
std::string name = nameAnim + "_" + ai_to_string(channelIndex);
|
|
name = mAsset->FindUniqueID(name, "animation");
|
|
|
|
Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
|
|
|
|
if (nodeChannel->mNumPositionKeys > 0)
|
|
{
|
|
Animation::Sampler translationSampler;
|
|
ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
|
|
AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
|
|
}
|
|
|
|
if (nodeChannel->mNumRotationKeys > 0)
|
|
{
|
|
Animation::Sampler rotationSampler;
|
|
ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
|
|
AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
|
|
}
|
|
|
|
if (nodeChannel->mNumScalingKeys > 0)
|
|
{
|
|
Animation::Sampler scaleSampler;
|
|
ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
|
|
AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
|
|
}
|
|
}
|
|
|
|
// Assimp documentation staes this is not used (not implemented)
|
|
// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
|
|
// const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
|
|
// }
|
|
|
|
} // End: for-loop mNumAnimations
|
|
}
|
|
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|