646 lines
21 KiB
C++
646 lines
21 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2017, assimp team
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|
|
#include "glTF2Importer.h"
|
|
#include "StringComparison.h"
|
|
#include "StringUtils.h"
|
|
|
|
#include <assimp/Importer.hpp>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/ai_assert.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/importerdesc.h>
|
|
|
|
#include <memory>
|
|
|
|
#include "MakeVerboseFormat.h"
|
|
|
|
#include "glTF2Asset.h"
|
|
// This is included here so WriteLazyDict<T>'s definition is found.
|
|
#include "glTF2AssetWriter.h"
|
|
#include <rapidjson/document.h>
|
|
#include <rapidjson/rapidjson.h>
|
|
|
|
using namespace Assimp;
|
|
using namespace glTF2;
|
|
|
|
|
|
//
|
|
// glTF2Importer
|
|
//
|
|
|
|
static const aiImporterDesc desc = {
|
|
"glTF2 Importer",
|
|
"",
|
|
"",
|
|
"",
|
|
aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"gltf glb"
|
|
};
|
|
|
|
glTF2Importer::glTF2Importer()
|
|
: BaseImporter()
|
|
, meshOffsets()
|
|
, embeddedTexIdxs()
|
|
, mScene( NULL ) {
|
|
// empty
|
|
}
|
|
|
|
glTF2Importer::~glTF2Importer() {
|
|
// empty
|
|
}
|
|
|
|
const aiImporterDesc* glTF2Importer::GetInfo() const
|
|
{
|
|
return &desc;
|
|
}
|
|
|
|
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
|
{
|
|
const std::string &extension = GetExtension(pFile);
|
|
|
|
if (extension != "gltf") // We currently can't read glTF2 binary files (.glb), yet
|
|
return false;
|
|
|
|
if (checkSig && pIOHandler) {
|
|
glTF2::Asset asset(pIOHandler);
|
|
try {
|
|
asset.Load(pFile);
|
|
std::string version = asset.asset.version;
|
|
return !version.empty() && version[0] == '2';
|
|
} catch (...) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
|
|
//{
|
|
// out.r = v[0]; out.g = v[1]; out.b = v[2];
|
|
//}
|
|
|
|
static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
|
|
{
|
|
out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
|
|
}
|
|
|
|
/*static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
|
|
{
|
|
out.r = v[0]; out.g = v[1]; out.b = v[2];
|
|
}*/
|
|
|
|
static void CopyValue(const glTF2::vec3& v, aiColor4D& out)
|
|
{
|
|
out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = 1.0;
|
|
}
|
|
|
|
static void CopyValue(const glTF2::vec3& v, aiVector3D& out)
|
|
{
|
|
out.x = v[0]; out.y = v[1]; out.z = v[2];
|
|
}
|
|
|
|
static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
|
|
{
|
|
out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
|
|
}
|
|
|
|
static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
|
|
{
|
|
o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
|
|
o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
|
|
o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
|
|
o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
|
|
}
|
|
|
|
inline void SetMaterialColorProperty(Asset& r, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
|
|
{
|
|
aiColor4D col;
|
|
CopyValue(prop, col);
|
|
mat->AddProperty(&col, 1, pKey, type, idx);
|
|
}
|
|
|
|
inline void SetMaterialColorProperty(Asset& r, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
|
|
{
|
|
aiColor4D col;
|
|
CopyValue(prop, col);
|
|
mat->AddProperty(&col, 1, pKey, type, idx);
|
|
}
|
|
|
|
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
|
|
{
|
|
if (prop.texture && prop.texture->source) {
|
|
aiString uri(prop.texture->source->uri);
|
|
|
|
int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
|
|
if (texIdx != -1) { // embedded
|
|
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
|
|
uri.data[0] = '*';
|
|
uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
|
|
}
|
|
|
|
mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
|
|
mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
|
|
|
|
if (prop.texture->sampler) {
|
|
Ref<Sampler> sampler = prop.texture->sampler;
|
|
|
|
aiString name(sampler->name);
|
|
aiString id(sampler->id);
|
|
|
|
mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
|
|
mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
|
|
|
|
mat->AddProperty(&sampler->wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
|
|
mat->AddProperty(&sampler->wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
|
|
|
|
if (sampler->magFilter != SamplerMagFilter::UNSET) {
|
|
mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
|
|
}
|
|
|
|
if (sampler->minFilter != SamplerMinFilter::UNSET) {
|
|
mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
|
|
{
|
|
mScene->mNumMaterials = unsigned(r.materials.Size());
|
|
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
|
|
|
|
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
|
|
aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
|
|
|
|
Material& mat = r.materials[i];
|
|
|
|
if (!mat.name.empty()) {
|
|
aiString str(mat.name);
|
|
|
|
aimat->AddProperty(&str, AI_MATKEY_NAME);
|
|
}
|
|
|
|
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
|
|
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
|
|
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
|
|
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
|
|
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
|
|
aimat->AddProperty(&mat.alphaMode, 1, AI_MATKEY_GLTF_ALPHAMODE);
|
|
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
|
|
|
|
//pbrSpecularGlossiness
|
|
if (mat.pbrSpecularGlossiness.isPresent) {
|
|
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
|
|
|
|
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
|
|
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
|
|
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
|
|
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
|
|
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static inline void SetFace(aiFace& face, int a)
|
|
{
|
|
face.mNumIndices = 1;
|
|
face.mIndices = new unsigned int[1];
|
|
face.mIndices[0] = a;
|
|
}
|
|
|
|
static inline void SetFace(aiFace& face, int a, int b)
|
|
{
|
|
face.mNumIndices = 2;
|
|
face.mIndices = new unsigned int[2];
|
|
face.mIndices[0] = a;
|
|
face.mIndices[1] = b;
|
|
}
|
|
|
|
static inline void SetFace(aiFace& face, int a, int b, int c)
|
|
{
|
|
face.mNumIndices = 3;
|
|
face.mIndices = new unsigned int[3];
|
|
face.mIndices[0] = a;
|
|
face.mIndices[1] = b;
|
|
face.mIndices[2] = c;
|
|
}
|
|
|
|
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
|
|
{
|
|
for (unsigned i = 0; i < nFaces; ++i) {
|
|
for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
|
|
unsigned idx = faces[i].mIndices[j];
|
|
if (idx >= nVerts)
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
|
{
|
|
std::vector<aiMesh*> meshes;
|
|
|
|
unsigned int k = 0;
|
|
|
|
for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
|
|
Mesh& mesh = r.meshes[m];
|
|
|
|
meshOffsets.push_back(k);
|
|
k += unsigned(mesh.primitives.size());
|
|
|
|
for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
|
|
Mesh::Primitive& prim = mesh.primitives[p];
|
|
|
|
aiMesh* aim = new aiMesh();
|
|
meshes.push_back(aim);
|
|
|
|
aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
|
|
|
|
if (mesh.primitives.size() > 1) {
|
|
size_t& len = aim->mName.length;
|
|
aim->mName.data[len] = '-';
|
|
len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
|
|
}
|
|
|
|
switch (prim.mode) {
|
|
case PrimitiveMode_POINTS:
|
|
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
|
break;
|
|
|
|
case PrimitiveMode_LINES:
|
|
case PrimitiveMode_LINE_LOOP:
|
|
case PrimitiveMode_LINE_STRIP:
|
|
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
break;
|
|
|
|
case PrimitiveMode_TRIANGLES:
|
|
case PrimitiveMode_TRIANGLE_STRIP:
|
|
case PrimitiveMode_TRIANGLE_FAN:
|
|
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
|
break;
|
|
|
|
}
|
|
|
|
Mesh::Primitive::Attributes& attr = prim.attributes;
|
|
|
|
if (attr.position.size() > 0 && attr.position[0]) {
|
|
aim->mNumVertices = attr.position[0]->count;
|
|
attr.position[0]->ExtractData(aim->mVertices);
|
|
}
|
|
|
|
if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
|
|
|
|
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
|
|
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
|
|
aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
|
|
|
|
aiVector3D* values = aim->mTextureCoords[tc];
|
|
for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
|
|
values[i].y = 1 - values[i].y; // Flip Y coords
|
|
}
|
|
}
|
|
|
|
|
|
if (prim.indices) {
|
|
aiFace* faces = 0;
|
|
unsigned int nFaces = 0;
|
|
|
|
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];
|
|
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
|
for (unsigned int i = 3; i < count; ++i) {
|
|
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
|
|
}
|
|
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 = 3; i < count; ++i) {
|
|
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (faces) {
|
|
aim->mFaces = faces;
|
|
aim->mNumFaces = nFaces;
|
|
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
|
|
}
|
|
}
|
|
|
|
|
|
if (prim.material) {
|
|
aim->mMaterialIndex = prim.material.GetIndex();
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
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
|
|
}
|
|
}
|
|
}
|
|
|
|
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
|
|
{
|
|
Node& node = *ptr;
|
|
|
|
aiNode* ainode = new aiNode(node.id);
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
aiMatrix4x4& matrix = ainode->mTransformation;
|
|
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 = t * matrix;
|
|
}
|
|
|
|
if (node.scale.isPresent) {
|
|
aiVector3D scal(1.f);
|
|
CopyValue(node.scale.value, scal);
|
|
aiMatrix4x4 s;
|
|
aiMatrix4x4::Scaling(scal, s);
|
|
matrix = s * matrix;
|
|
}
|
|
|
|
|
|
if (node.rotation.isPresent) {
|
|
aiQuaternion rot;
|
|
CopyValue(node.rotation.value, rot);
|
|
matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
|
|
}
|
|
}
|
|
|
|
if (node.mesh) {
|
|
ainode->mNumMeshes = 1;
|
|
ainode->mMeshes = new unsigned int[1];
|
|
|
|
int k = 0;
|
|
int idx = node.mesh.GetIndex();
|
|
|
|
for (unsigned int j = meshOffsets[idx]; j < meshOffsets[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");
|
|
//}
|
|
}
|
|
|
|
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);
|
|
|
|
//
|
|
// Copy the data out
|
|
//
|
|
|
|
ImportEmbeddedTextures(asset);
|
|
ImportMaterials(asset);
|
|
|
|
ImportMeshes(asset);
|
|
|
|
ImportCameras(asset);
|
|
|
|
ImportNodes(asset);
|
|
|
|
// TODO: it does not split the loaded vertices, should it?
|
|
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
MakeVerboseFormatProcess process;
|
|
process.Execute(pScene);
|
|
|
|
|
|
if (pScene->mNumMeshes == 0) {
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
}
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|