544 lines
20 KiB
C++
544 lines
20 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, 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 "glTFExporter.h"
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#include "Exceptional.h"
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#include "StringComparison.h"
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#include "ByteSwapper.h"
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#include "SplitLargeMeshes.h"
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#include "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, standart library.
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#include <memory>
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#include <inttypes.h>
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#include "glTFAssetWriter.h"
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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// Header files, Open3DGC.
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# include <Open3DGC/o3dgcSC3DMCEncoder.h>
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#endif
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using namespace rapidjson;
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using namespace Assimp;
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using namespace glTF;
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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 ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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aiScene* sceneCopy_tmp;
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SceneCombiner::CopyScene(&sceneCopy_tmp, pScene);
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std::unique_ptr<aiScene> sceneCopy(sceneCopy_tmp);
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SplitLargeMeshesProcess_Triangle tri_splitter;
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tri_splitter.SetLimit(0xffff);
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tri_splitter.Execute(sceneCopy.get());
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SplitLargeMeshesProcess_Vertex vert_splitter;
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vert_splitter.SetLimit(0xffff);
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vert_splitter.Execute(sceneCopy.get());
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, sceneCopy.get(), 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 ExportSceneGLB(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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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
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}
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} // end of namespace Assimp
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glTFExporter::glTFExporter(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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, mScene(pScene)
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, mProperties(pProperties)
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{
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std::unique_ptr<Asset> asset();
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mAsset.reset( new glTF::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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//for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {}
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//for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
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//for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
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ExportMaterials();
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ExportMeshes();
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//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
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if (mScene->mRootNode) {
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ExportNode(mScene->mRootNode);
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}
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ExportScene();
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glTF::AssetWriter writer(*mAsset);
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writer.WriteFile(filename);
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}
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static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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{
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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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inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
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unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
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{
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if (!count || !data) return Ref<Accessor>();
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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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size_t length = count * numCompsOut * bytesPerComp;
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buffer->Grow(length);
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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 = unsigned(offset);
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bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
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bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
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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->byteStride = 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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// 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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namespace {
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void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
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if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {}
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}
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}
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void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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{
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aiString tex;
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aiColor4D col;
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if (mat->GetTextureCount(tt) > 0) {
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if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) {
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std::string path = tex.C_Str();
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if (path.size() > 0) {
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if (path[0] != '*') {
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std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
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if (it != mTexturesByPath.end()) {
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prop.texture = mAsset->textures.Get(it->second);
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}
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}
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if (!prop.texture) {
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std::string texId = mAsset->FindUniqueID("", "texture");
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prop.texture = mAsset->textures.Create(texId);
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mTexturesByPath[path] = prop.texture.GetIndex();
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std::string imgId = mAsset->FindUniqueID("", "image");
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prop.texture->source = mAsset->images.Create(imgId);
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if (path[0] == '*') { // embedded
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aiTexture* tex = mScene->mTextures[atoi(&path[1])];
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uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
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prop.texture->source->SetData(data, tex->mWidth, *mAsset);
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if (tex->achFormatHint[0]) {
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std::string mimeType = "image/";
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mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint;
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prop.texture->source->mimeType = mimeType;
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}
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}
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else {
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prop.texture->source->uri = path;
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}
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}
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}
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}
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}
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if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
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prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
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}
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}
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void glTFExporter::ExportMaterials()
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{
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aiString aiName;
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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const aiMaterial* mat = mScene->mMaterials[i];
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std::string name;
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if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
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name = aiName.C_Str();
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}
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name = mAsset->FindUniqueID(name, "material");
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Ref<Material> m = mAsset->materials.Create(name);
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GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
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GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
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GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
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GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
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GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
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}
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}
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void glTFExporter::ExportMeshes()
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{
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// Not for
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// using IndicesType = decltype(aiFace::mNumIndices);
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// But yes for
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// using IndicesType = unsigned short;
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// because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
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typedef unsigned short IndicesType;
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// Variables needed for compression. BEGIN.
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// Indices, not pointers - because pointer to buffer is changin while writing to it.
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size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
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bool comp_allow;// Point that data of current mesh can be compressed.
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// Variables needed for compression. END.
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std::string bufferId = mAsset->FindUniqueID("", "buffer");
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Ref<Buffer> b = mAsset->GetBodyBuffer();
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if (!b) {
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b = mAsset->buffers.Create(bufferId);
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}
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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// Check if compressing requested and mesh can be encoded.
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false);
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#else
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comp_allow = false;
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#endif
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if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0))
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{
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idx_srcdata_tc.clear();
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idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
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else
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{
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std::string msg;
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if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
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msg = "all primitives of the mesh must be a triangles.";
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else
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msg = "mesh must has vertices and faces.";
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DefaultLogger::get()->warn("GLTF: can not use Open3DGC-compression: " + msg);
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comp_allow = false;
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}
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std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
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Ref<Mesh> m = mAsset->meshes.Create(meshId);
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m->primitives.resize(1);
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Mesh::Primitive& p = m->primitives.back();
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p.material = mAsset->materials.Get(aim->mMaterialIndex);
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/******************* Vertices ********************/
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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if(comp_allow) idx_srcdata_begin = b->byteLength;
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (v) p.attributes.position.push_back(v);
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/******************** Normals ********************/
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if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (n) p.attributes.normal.push_back(n);
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/************** Texture coordinates **************/
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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// Flip UV y coords
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if (aim -> mNumUVComponents[i] > 1) {
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for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
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aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
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}
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}
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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/*************** Vertices indices ****************/
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idx_srcdata_ind = b->byteLength;// Store index of indices array.
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if (aim->mNumFaces > 0) {
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std::vector<IndicesType> indices;
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unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
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indices.resize(aim->mNumFaces * nIndicesPerFace);
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for (size_t i = 0; i < aim->mNumFaces; ++i) {
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for (size_t j = 0; j < nIndicesPerFace; ++j) {
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indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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}
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switch (aim->mPrimitiveTypes) {
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case aiPrimitiveType_POLYGON:
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p.mode = PrimitiveMode_TRIANGLES; break; // TODO implement this
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case aiPrimitiveType_LINE:
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p.mode = PrimitiveMode_LINES; break;
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case aiPrimitiveType_POINT:
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p.mode = PrimitiveMode_POINTS; break;
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default: // aiPrimitiveType_TRIANGLE
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p.mode = PrimitiveMode_TRIANGLES;
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}
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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if(comp_allow)
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{
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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// Only one type of compression supported at now - Open3DGC.
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//
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o3dgc::BinaryStream bs;
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o3dgc::SC3DMCEncoder<IndicesType> encoder;
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o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
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o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
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//
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// Fill data for encoder.
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//
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// Quantization
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unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12);
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unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10);
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unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10);
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// Prediction
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o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
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o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;
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o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
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// IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
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comp_o3dgc_ifs.SetCCW(true);
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comp_o3dgc_ifs.SetIsTriangularMesh(true);
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comp_o3dgc_ifs.SetNumFloatAttributes(0);
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// Coordinates
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comp_o3dgc_params.SetCoordQuantBits(quant_coord);
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comp_o3dgc_params.SetCoordPredMode(prediction_position);
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comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
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comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
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// Normals
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if(idx_srcdata_normal != SIZE_MAX)
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{
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comp_o3dgc_params.SetNormalQuantBits(quant_normal);
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comp_o3dgc_params.SetNormalPredMode(prediction_normal);
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comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
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comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
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}
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// Texture coordinates
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for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
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{
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size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
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comp_o3dgc_params.SetFloatAttributeQuantBits(num, quant_texcoord);
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comp_o3dgc_params.SetFloatAttributePredMode(num, prediction_texcoord);
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comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
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comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[num_tc]);// components per element: aiVector3D => x * float
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comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
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comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
|
|
comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
|
|
}
|
|
|
|
// Coordinates indices
|
|
comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
|
|
comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
|
|
// Prepare to enconding
|
|
comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
|
|
if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
|
|
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);
|
|
else
|
|
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII);
|
|
|
|
comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS);
|
|
//
|
|
// Encoding
|
|
//
|
|
encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
|
|
// Replace data in buffer.
|
|
b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
|
|
//
|
|
// Add information about extension to mesh.
|
|
//
|
|
// Create extension structure.
|
|
Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
|
|
|
|
// Fill it.
|
|
ext->Buffer = b->id;
|
|
ext->Offset = idx_srcdata_begin;
|
|
ext->Count = b->byteLength - idx_srcdata_begin;
|
|
ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary");
|
|
ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3;
|
|
ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
|
|
// And assign to mesh.
|
|
m->Extension.push_back(ext);
|
|
#endif
|
|
}// if(comp_allow)
|
|
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
|
|
}
|
|
|
|
unsigned int glTFExporter::ExportNode(const aiNode* n)
|
|
{
|
|
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
|
|
|
|
if (!n->mTransformation.IsIdentity()) {
|
|
node->matrix.isPresent = true;
|
|
CopyValue(n->mTransformation, node->matrix.value);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
|
|
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
|
|
}
|
|
|
|
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
|
|
unsigned int idx = ExportNode(n->mChildren[i]);
|
|
node->children.push_back(mAsset->nodes.Get(idx));
|
|
}
|
|
|
|
return node.GetIndex();
|
|
}
|
|
|
|
|
|
void glTFExporter::ExportScene()
|
|
{
|
|
const char* sceneName = "defaultScene";
|
|
Ref<Scene> scene = mAsset->scenes.Create(sceneName);
|
|
|
|
// root node will be the first one exported (idx 0)
|
|
if (mAsset->nodes.Size() > 0) {
|
|
scene->nodes.push_back(mAsset->nodes.Get(0u));
|
|
}
|
|
|
|
// set as the default scene
|
|
mAsset->scene = scene;
|
|
}
|
|
|
|
void glTFExporter::ExportMetadata()
|
|
{
|
|
glTF::AssetMetadata& asset = mAsset->asset;
|
|
asset.version = 1;
|
|
|
|
char buffer[256];
|
|
ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
|
|
aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
|
|
|
|
asset.generator = buffer;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|