1096 lines
40 KiB
C++
Executable File
1096 lines
40 KiB
C++
Executable File
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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_GLTF_IMPORTER
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#include "glTF2Importer.h"
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/CreateAnimMesh.h>
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#include <memory>
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#include <unordered_map>
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#include "MakeVerboseFormat.h"
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#include "glTF2Asset.h"
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// This is included here so WriteLazyDict<T>'s definition is found.
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#include "glTF2AssetWriter.h"
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#include <rapidjson/document.h>
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#include <rapidjson/rapidjson.h>
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using namespace Assimp;
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using namespace glTF2;
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namespace {
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// generate bitangents from normals and tangents according to spec
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struct Tangent {
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aiVector3D xyz;
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ai_real w;
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};
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} // namespace
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//
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// glTF2Importer
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//
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static const aiImporterDesc desc = {
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"glTF2 Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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0,
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0,
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0,
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0,
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"gltf glb"
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};
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glTF2Importer::glTF2Importer()
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: BaseImporter()
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, meshOffsets()
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, embeddedTexIdxs()
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, mScene( NULL ) {
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// empty
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}
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glTF2Importer::~glTF2Importer() {
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// empty
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}
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const aiImporterDesc* glTF2Importer::GetInfo() const
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{
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return &desc;
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}
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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asset.Load(pFile, extension == "glb");
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std::string version = asset.asset.version;
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return !version.empty() && version[0] == '2';
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}
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return false;
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}
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static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
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{
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switch (gltfWrapMode) {
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case SamplerWrap::Mirrored_Repeat:
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return aiTextureMapMode_Mirror;
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case SamplerWrap::Clamp_To_Edge:
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return aiTextureMapMode_Clamp;
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case SamplerWrap::UNSET:
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case SamplerWrap::Repeat:
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default:
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return aiTextureMapMode_Wrap;
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}
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}
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//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
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//{
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// out.r = v[0]; out.g = v[1]; out.b = v[2];
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//}
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static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
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{
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out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
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}
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/*static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
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{
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out.r = v[0]; out.g = v[1]; out.b = v[2];
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}*/
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static void CopyValue(const glTF2::vec3& v, aiColor4D& out)
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{
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out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = 1.0;
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}
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static void CopyValue(const glTF2::vec3& v, aiVector3D& out)
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{
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out.x = v[0]; out.y = v[1]; out.z = v[2];
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}
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static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
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{
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out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
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}
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static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
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{
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o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
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o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
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o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
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o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
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}
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inline void SetMaterialColorProperty(Asset& /*r*/, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
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{
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aiColor4D col;
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CopyValue(prop, col);
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mat->AddProperty(&col, 1, pKey, type, idx);
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}
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inline void SetMaterialColorProperty(Asset& /*r*/, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
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{
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aiColor4D col;
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CopyValue(prop, col);
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mat->AddProperty(&col, 1, pKey, type, idx);
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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if (prop.texture && prop.texture->source) {
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aiString uri(prop.texture->source->uri);
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int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
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if (texIdx != -1) { // embedded
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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uri.data[0] = '*';
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uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
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}
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mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
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mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
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if (prop.texture->sampler) {
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Ref<Sampler> sampler = prop.texture->sampler;
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aiString name(sampler->name);
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aiString id(sampler->id);
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mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
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mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
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aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
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aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
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mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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if (sampler->magFilter != SamplerMagFilter::UNSET) {
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mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
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}
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if (sampler->minFilter != SamplerMinFilter::UNSET) {
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mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
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}
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}
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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}
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}
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static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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{
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aiMaterial* aimat = new aiMaterial();
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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roughnessAsShininess *= roughnessAsShininess * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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if (mat.unlit) {
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aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
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}
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return aimat;
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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{
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const unsigned int numImportedMaterials = unsigned(r.materials.Size());
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Material defaultMaterial;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
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}
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}
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static inline void SetFace(aiFace& face, int a)
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{
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face.mNumIndices = 1;
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face.mIndices = new unsigned int[1];
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face.mIndices[0] = a;
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}
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static inline void SetFace(aiFace& face, int a, int b)
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{
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face.mNumIndices = 2;
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face.mIndices = new unsigned int[2];
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face.mIndices[0] = a;
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face.mIndices[1] = b;
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}
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static inline void SetFace(aiFace& face, int a, int b, int c)
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{
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = a;
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face.mIndices[1] = b;
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face.mIndices[2] = c;
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}
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#ifdef ASSIMP_BUILD_DEBUG
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static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
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{
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for (unsigned i = 0; i < nFaces; ++i) {
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for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
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unsigned idx = faces[i].mIndices[j];
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if (idx >= nVerts)
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return false;
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}
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}
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return true;
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}
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#endif // ASSIMP_BUILD_DEBUG
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void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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{
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std::vector<aiMesh*> meshes;
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unsigned int k = 0;
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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Mesh& mesh = r.meshes[m];
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meshOffsets.push_back(k);
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k += unsigned(mesh.primitives.size());
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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Mesh::Primitive& prim = mesh.primitives[p];
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aiMesh* aim = new aiMesh();
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meshes.push_back(aim);
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aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
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if (mesh.primitives.size() > 1) {
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size_t& len = aim->mName.length;
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aim->mName.data[len] = '-';
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len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
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}
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switch (prim.mode) {
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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}
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Mesh::Primitive::Attributes& attr = prim.attributes;
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if (attr.position.size() > 0 && attr.position[0]) {
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aim->mNumVertices = attr.position[0]->count;
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attr.position[0]->ExtractData(aim->mVertices);
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}
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if (attr.normal.size() > 0 && attr.normal[0]) {
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attr.normal[0]->ExtractData(aim->mNormals);
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// only extract tangents if normals are present
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if (attr.tangent.size() > 0 && attr.tangent[0]) {
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// generate bitangents from normals and tangents according to spec
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Tangent *tangents = nullptr;
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attr.tangent[0]->ExtractData(tangents);
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aim->mTangents = new aiVector3D[aim->mNumVertices];
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aim->mBitangents = new aiVector3D[aim->mNumVertices];
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for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
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aim->mTangents[i] = tangents[i].xyz;
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aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
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}
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delete [] tangents;
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}
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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continue;
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}
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D* values = aim->mTextureCoords[tc];
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for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
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values[i].y = 1 - values[i].y; // Flip Y coords
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}
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}
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std::vector<Mesh::Primitive::Target>& targets = prim.targets;
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if (targets.size() > 0) {
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aim->mNumAnimMeshes = (unsigned int)targets.size();
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aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
|
|
for (size_t i = 0; i < targets.size(); i++) {
|
|
aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
|
|
aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
|
|
Mesh::Primitive::Target& target = targets[i];
|
|
|
|
if (target.position.size() > 0) {
|
|
aiVector3D *positionDiff = nullptr;
|
|
target.position[0]->ExtractData(positionDiff);
|
|
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
|
|
}
|
|
delete [] positionDiff;
|
|
}
|
|
if (target.normal.size() > 0) {
|
|
aiVector3D *normalDiff = nullptr;
|
|
target.normal[0]->ExtractData(normalDiff);
|
|
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
|
|
aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
|
|
}
|
|
delete [] normalDiff;
|
|
}
|
|
if (target.tangent.size() > 0) {
|
|
Tangent *tangent = nullptr;
|
|
attr.tangent[0]->ExtractData(tangent);
|
|
|
|
aiVector3D *tangentDiff = nullptr;
|
|
target.tangent[0]->ExtractData(tangentDiff);
|
|
|
|
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
|
|
tangent[vertexId].xyz += tangentDiff[vertexId];
|
|
aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
|
|
aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
|
|
}
|
|
delete [] tangent;
|
|
delete [] tangentDiff;
|
|
}
|
|
if (mesh.weights.size() > i) {
|
|
aiAnimMesh.mWeight = mesh.weights[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
aiFace* faces = 0;
|
|
unsigned int nFaces = 0;
|
|
|
|
if (prim.indices) {
|
|
unsigned int count = prim.indices->count;
|
|
|
|
Accessor::Indexer data = prim.indices->GetIndexer();
|
|
ai_assert(data.IsValid());
|
|
|
|
switch (prim.mode) {
|
|
case PrimitiveMode_POINTS: {
|
|
nFaces = count;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; ++i) {
|
|
SetFace(faces[i], data.GetUInt(i));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_LINES: {
|
|
nFaces = count / 2;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; i += 2) {
|
|
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_LINE_LOOP:
|
|
case PrimitiveMode_LINE_STRIP: {
|
|
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
faces = new aiFace[nFaces];
|
|
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
|
|
for (unsigned int i = 2; i < count; ++i) {
|
|
SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
|
|
}
|
|
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_TRIANGLES: {
|
|
nFaces = count / 3;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; i += 3) {
|
|
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
}
|
|
break;
|
|
}
|
|
case PrimitiveMode_TRIANGLE_STRIP: {
|
|
nFaces = count - 2;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < nFaces; ++i) {
|
|
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
if ((i + 1) % 2 == 0)
|
|
{
|
|
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
|
}
|
|
else
|
|
{
|
|
//For odd n, vertices n, n+1, and n+2 define triangle n
|
|
SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PrimitiveMode_TRIANGLE_FAN:
|
|
nFaces = count - 2;
|
|
faces = new aiFace[nFaces];
|
|
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
|
for (unsigned int i = 1; i < nFaces; ++i) {
|
|
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else { // no indices provided so directly generate from counts
|
|
|
|
// use the already determined count as it includes checks
|
|
unsigned int count = aim->mNumVertices;
|
|
|
|
switch (prim.mode) {
|
|
case PrimitiveMode_POINTS: {
|
|
nFaces = count;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; ++i) {
|
|
SetFace(faces[i], i);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_LINES: {
|
|
nFaces = count / 2;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; i += 2) {
|
|
SetFace(faces[i / 2], i, i + 1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_LINE_LOOP:
|
|
case PrimitiveMode_LINE_STRIP: {
|
|
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
|
faces = new aiFace[nFaces];
|
|
SetFace(faces[0], 0, 1);
|
|
for (unsigned int i = 2; i < count; ++i) {
|
|
SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
|
|
}
|
|
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
|
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PrimitiveMode_TRIANGLES: {
|
|
nFaces = count / 3;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < count; i += 3) {
|
|
SetFace(faces[i / 3], i, i + 1, i + 2);
|
|
}
|
|
break;
|
|
}
|
|
case PrimitiveMode_TRIANGLE_STRIP: {
|
|
nFaces = count - 2;
|
|
faces = new aiFace[nFaces];
|
|
for (unsigned int i = 0; i < nFaces; ++i) {
|
|
//The ordering is to ensure that the triangles are all drawn with the same orientation
|
|
if ((i+1) % 2 == 0)
|
|
{
|
|
//For even n, vertices n + 1, n, and n + 2 define triangle n
|
|
SetFace(faces[i], i+1, i, i+2);
|
|
}
|
|
else
|
|
{
|
|
//For odd n, vertices n, n+1, and n+2 define triangle n
|
|
SetFace(faces[i], i, i+1, i+2);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PrimitiveMode_TRIANGLE_FAN:
|
|
nFaces = count - 2;
|
|
faces = new aiFace[nFaces];
|
|
SetFace(faces[0], 0, 1, 2);
|
|
for (unsigned int i = 1; i < nFaces; ++i) {
|
|
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (faces) {
|
|
aim->mFaces = faces;
|
|
aim->mNumFaces = nFaces;
|
|
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
|
|
}
|
|
|
|
if (prim.material) {
|
|
aim->mMaterialIndex = prim.material.GetIndex();
|
|
}
|
|
else {
|
|
aim->mMaterialIndex = mScene->mNumMaterials - 1;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
meshOffsets.push_back(k);
|
|
|
|
CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
|
|
}
|
|
|
|
void glTF2Importer::ImportCameras(glTF2::Asset& r)
|
|
{
|
|
if (!r.cameras.Size()) return;
|
|
|
|
mScene->mNumCameras = r.cameras.Size();
|
|
mScene->mCameras = new aiCamera*[r.cameras.Size()];
|
|
|
|
for (size_t i = 0; i < r.cameras.Size(); ++i) {
|
|
Camera& cam = r.cameras[i];
|
|
|
|
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
|
|
|
|
// cameras point in -Z by default, rest is specified in node transform
|
|
aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
|
|
|
|
if (cam.type == Camera::Perspective) {
|
|
|
|
aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
|
aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * aicam->mAspect;
|
|
aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar;
|
|
aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
|
|
}
|
|
else {
|
|
// assimp does not support orthographic cameras
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
|
|
if (node.matrix.isPresent) {
|
|
CopyValue(node.matrix.value, matrix);
|
|
}
|
|
else {
|
|
if (node.translation.isPresent) {
|
|
aiVector3D trans;
|
|
CopyValue(node.translation.value, trans);
|
|
aiMatrix4x4 t;
|
|
aiMatrix4x4::Translation(trans, t);
|
|
matrix = matrix * t;
|
|
}
|
|
|
|
if (node.rotation.isPresent) {
|
|
aiQuaternion rot;
|
|
CopyValue(node.rotation.value, rot);
|
|
matrix = matrix * aiMatrix4x4(rot.GetMatrix());
|
|
}
|
|
|
|
if (node.scale.isPresent) {
|
|
aiVector3D scal(1.f);
|
|
CopyValue(node.scale.value, scal);
|
|
aiMatrix4x4 s;
|
|
aiMatrix4x4::Scaling(scal, s);
|
|
matrix = matrix * s;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<aiVertexWeight>>& map)
|
|
{
|
|
Mesh::Primitive::Attributes& attr = mesh->primitives[0].attributes;
|
|
if (attr.weight.empty() || attr.joint.empty()) {
|
|
return;
|
|
}
|
|
if (attr.weight[0]->count != attr.joint[0]->count) {
|
|
return;
|
|
}
|
|
|
|
const int num_vertices = attr.weight[0]->count;
|
|
|
|
struct Weights { float values[4]; };
|
|
struct Indices { uint8_t values[4]; };
|
|
Weights* weights = nullptr;
|
|
Indices* indices = nullptr;
|
|
attr.weight[0]->ExtractData(weights);
|
|
attr.joint[0]->ExtractData(indices);
|
|
|
|
for (int i = 0; i < num_vertices; ++i) {
|
|
for (int j = 0; j < 4; ++j) {
|
|
const unsigned int bone = indices[i].values[j];
|
|
const float weight = weights[i].values[j];
|
|
if (weight > 0 && bone >= 0 && bone < map.size()) {
|
|
map[bone].reserve(8);
|
|
map[bone].emplace_back(i, weight);
|
|
}
|
|
}
|
|
}
|
|
|
|
delete[] weights;
|
|
delete[] indices;
|
|
}
|
|
|
|
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
|
|
{
|
|
Node& node = *ptr;
|
|
|
|
std::string nameOrId = node.name.empty() ? node.id : node.name;
|
|
|
|
aiNode* ainode = new aiNode(nameOrId);
|
|
|
|
if (!node.children.empty()) {
|
|
ainode->mNumChildren = unsigned(node.children.size());
|
|
ainode->mChildren = new aiNode*[ainode->mNumChildren];
|
|
|
|
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
|
|
aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
|
|
child->mParent = ainode;
|
|
ainode->mChildren[i] = child;
|
|
}
|
|
}
|
|
|
|
GetNodeTransform(ainode->mTransformation, node);
|
|
|
|
if (!node.meshes.empty()) {
|
|
int mesh_idx = node.meshes[0].GetIndex();
|
|
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
|
// GLTF files contain at most 1 mesh per node.
|
|
assert(node.meshes.size() == 1);
|
|
assert(count == 1);
|
|
|
|
ainode->mNumMeshes = count;
|
|
ainode->mMeshes = new unsigned int[count];
|
|
|
|
if (node.skin) {
|
|
aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]];
|
|
mesh->mNumBones = node.skin->jointNames.size();
|
|
mesh->mBones = new aiBone*[mesh->mNumBones];
|
|
|
|
// GLTF and Assimp choose to store bone weights differently.
|
|
// GLTF has each vertex specify which bones influence the vertex.
|
|
// Assimp has each bone specify which vertices it has influence over.
|
|
// To convert this data, we first read over the vertex data and pull
|
|
// out the bone-to-vertex mapping. Then, when creating the aiBones,
|
|
// we copy the bone-to-vertex mapping into the bone. This is unfortunate
|
|
// both because it's somewhat slow and because, for many applications,
|
|
// we then need to reconvert the data back into the vertex-to-bone
|
|
// mapping which makes things doubly-slow.
|
|
std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
|
|
BuildVertexWeightMapping(node.meshes[0], weighting);
|
|
|
|
for (size_t i = 0; i < mesh->mNumBones; ++i) {
|
|
aiBone* bone = new aiBone();
|
|
|
|
Ref<Node> joint = node.skin->jointNames[i];
|
|
bone->mName = joint->name;
|
|
GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
|
|
std::vector<aiVertexWeight>& weights = weighting[i];
|
|
|
|
bone->mNumWeights = weights.size();
|
|
if (bone->mNumWeights > 0) {
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
|
|
}
|
|
mesh->mBones[i] = bone;
|
|
}
|
|
}
|
|
|
|
int k = 0;
|
|
for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
|
|
ainode->mMeshes[k] = j;
|
|
}
|
|
}
|
|
|
|
if (node.camera) {
|
|
pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
|
|
}
|
|
|
|
return ainode;
|
|
}
|
|
|
|
void glTF2Importer::ImportNodes(glTF2::Asset& r)
|
|
{
|
|
if (!r.scene) return;
|
|
|
|
std::vector< Ref<Node> > rootNodes = r.scene->nodes;
|
|
|
|
// The root nodes
|
|
unsigned int numRootNodes = unsigned(rootNodes.size());
|
|
if (numRootNodes == 1) { // a single root node: use it
|
|
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
|
|
}
|
|
else if (numRootNodes > 1) { // more than one root node: create a fake root
|
|
aiNode* root = new aiNode("ROOT");
|
|
root->mChildren = new aiNode*[numRootNodes];
|
|
for (unsigned int i = 0; i < numRootNodes; ++i) {
|
|
aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
|
|
node->mParent = root;
|
|
root->mChildren[root->mNumChildren++] = node;
|
|
}
|
|
mScene->mRootNode = root;
|
|
}
|
|
|
|
//if (!mScene->mRootNode) {
|
|
// mScene->mRootNode = new aiNode("EMPTY");
|
|
//}
|
|
}
|
|
|
|
struct AnimationSamplers {
|
|
AnimationSamplers() : translation(nullptr), rotation(nullptr), scale(nullptr) {}
|
|
|
|
Animation::Sampler* translation;
|
|
Animation::Sampler* rotation;
|
|
Animation::Sampler* scale;
|
|
};
|
|
|
|
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
|
|
{
|
|
aiNodeAnim* anim = new aiNodeAnim();
|
|
anim->mNodeName = node.name;
|
|
|
|
static const float kMillisecondsFromSeconds = 1000.f;
|
|
|
|
if (samplers.translation) {
|
|
float* times = nullptr;
|
|
samplers.translation->input->ExtractData(times);
|
|
aiVector3D* values = nullptr;
|
|
samplers.translation->output->ExtractData(values);
|
|
anim->mNumPositionKeys = samplers.translation->input->count;
|
|
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
|
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
|
|
anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
anim->mPositionKeys[i].mValue = values[i];
|
|
}
|
|
delete[] times;
|
|
delete[] values;
|
|
} else if (node.translation.isPresent) {
|
|
anim->mNumPositionKeys = 1;
|
|
anim->mPositionKeys = new aiVectorKey();
|
|
anim->mPositionKeys->mTime = 0.f;
|
|
anim->mPositionKeys->mValue.x = node.translation.value[0];
|
|
anim->mPositionKeys->mValue.y = node.translation.value[1];
|
|
anim->mPositionKeys->mValue.z = node.translation.value[2];
|
|
}
|
|
|
|
if (samplers.rotation) {
|
|
float* times = nullptr;
|
|
samplers.rotation->input->ExtractData(times);
|
|
aiQuaternion* values = nullptr;
|
|
samplers.rotation->output->ExtractData(values);
|
|
anim->mNumRotationKeys = samplers.rotation->input->count;
|
|
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
|
|
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
|
anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
anim->mRotationKeys[i].mValue.x = values[i].w;
|
|
anim->mRotationKeys[i].mValue.y = values[i].x;
|
|
anim->mRotationKeys[i].mValue.z = values[i].y;
|
|
anim->mRotationKeys[i].mValue.w = values[i].z;
|
|
}
|
|
delete[] times;
|
|
delete[] values;
|
|
} else if (node.rotation.isPresent) {
|
|
anim->mNumRotationKeys = 1;
|
|
anim->mRotationKeys = new aiQuatKey();
|
|
anim->mRotationKeys->mTime = 0.f;
|
|
anim->mRotationKeys->mValue.x = node.rotation.value[0];
|
|
anim->mRotationKeys->mValue.y = node.rotation.value[1];
|
|
anim->mRotationKeys->mValue.z = node.rotation.value[2];
|
|
anim->mRotationKeys->mValue.w = node.rotation.value[3];
|
|
}
|
|
|
|
if (samplers.scale) {
|
|
float* times = nullptr;
|
|
samplers.scale->input->ExtractData(times);
|
|
aiVector3D* values = nullptr;
|
|
samplers.scale->output->ExtractData(values);
|
|
anim->mNumScalingKeys = samplers.scale->input->count;
|
|
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
|
|
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
|
|
anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
|
|
anim->mScalingKeys[i].mValue = values[i];
|
|
}
|
|
delete[] times;
|
|
delete[] values;
|
|
} else if (node.scale.isPresent) {
|
|
anim->mNumScalingKeys = 1;
|
|
anim->mScalingKeys = new aiVectorKey();
|
|
anim->mScalingKeys->mTime = 0.f;
|
|
anim->mScalingKeys->mValue.x = node.scale.value[0];
|
|
anim->mScalingKeys->mValue.y = node.scale.value[1];
|
|
anim->mScalingKeys->mValue.z = node.scale.value[2];
|
|
}
|
|
|
|
return anim;
|
|
}
|
|
|
|
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
|
|
{
|
|
std::unordered_map<unsigned int, AnimationSamplers> samplers;
|
|
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
|
|
Animation::Channel& channel = anim.channels[c];
|
|
if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
|
|
continue;
|
|
}
|
|
|
|
const unsigned int node_index = channel.target.node.GetIndex();
|
|
|
|
AnimationSamplers& sampler = samplers[node_index];
|
|
if (channel.target.path == AnimationPath_TRANSLATION) {
|
|
sampler.translation = &anim.samplers[channel.sampler];
|
|
} else if (channel.target.path == AnimationPath_ROTATION) {
|
|
sampler.rotation = &anim.samplers[channel.sampler];
|
|
} else if (channel.target.path == AnimationPath_SCALE) {
|
|
sampler.scale = &anim.samplers[channel.sampler];
|
|
}
|
|
}
|
|
|
|
return samplers;
|
|
}
|
|
|
|
void glTF2Importer::ImportAnimations(glTF2::Asset& r)
|
|
{
|
|
if (!r.scene) return;
|
|
|
|
mScene->mNumAnimations = r.animations.Size();
|
|
if (mScene->mNumAnimations == 0) {
|
|
return;
|
|
}
|
|
|
|
mScene->mAnimations = new aiAnimation*[mScene->mNumAnimations];
|
|
for (unsigned int i = 0; i < r.animations.Size(); ++i) {
|
|
Animation& anim = r.animations[i];
|
|
|
|
aiAnimation* ai_anim = new aiAnimation();
|
|
ai_anim->mName = anim.name;
|
|
ai_anim->mDuration = 0;
|
|
ai_anim->mTicksPerSecond = 0;
|
|
|
|
std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
|
|
|
|
ai_anim->mNumChannels = r.skins[0].jointNames.size();
|
|
if (ai_anim->mNumChannels > 0) {
|
|
ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
|
|
int j = 0;
|
|
for (auto& iter : r.skins[0].jointNames) {
|
|
ai_anim->mChannels[j] = CreateNodeAnim(r, *iter, samplers[iter.GetIndex()]);
|
|
++j;
|
|
}
|
|
}
|
|
mScene->mAnimations[i] = ai_anim;
|
|
}
|
|
}
|
|
|
|
void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
|
|
{
|
|
embeddedTexIdxs.resize(r.images.Size(), -1);
|
|
|
|
int numEmbeddedTexs = 0;
|
|
for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
if (r.images[i].HasData())
|
|
numEmbeddedTexs += 1;
|
|
}
|
|
|
|
if (numEmbeddedTexs == 0)
|
|
return;
|
|
|
|
mScene->mTextures = new aiTexture*[numEmbeddedTexs];
|
|
|
|
// Add the embedded textures
|
|
for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
Image &img = r.images[i];
|
|
if (!img.HasData()) continue;
|
|
|
|
int idx = mScene->mNumTextures++;
|
|
embeddedTexIdxs[i] = idx;
|
|
|
|
aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
|
|
|
|
size_t length = img.GetDataLength();
|
|
void* data = img.StealData();
|
|
|
|
tex->mWidth = static_cast<unsigned int>(length);
|
|
tex->mHeight = 0;
|
|
tex->pcData = reinterpret_cast<aiTexel*>(data);
|
|
|
|
if (!img.mimeType.empty()) {
|
|
const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
|
|
if (ext) {
|
|
if (strcmp(ext, "jpeg") == 0) ext = "jpg";
|
|
|
|
size_t len = strlen(ext);
|
|
if (len <= 3) {
|
|
strcpy(tex->achFormatHint, ext);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
|
|
|
|
this->mScene = pScene;
|
|
|
|
// read the asset file
|
|
glTF2::Asset asset(pIOHandler);
|
|
asset.Load(pFile, GetExtension(pFile) == "glb");
|
|
|
|
//
|
|
// Copy the data out
|
|
//
|
|
|
|
ImportEmbeddedTextures(asset);
|
|
ImportMaterials(asset);
|
|
|
|
ImportMeshes(asset);
|
|
|
|
ImportCameras(asset);
|
|
|
|
ImportNodes(asset);
|
|
|
|
ImportAnimations(asset);
|
|
|
|
if (pScene->mNumMeshes == 0) {
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
}
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|