634 lines
20 KiB
C++
634 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_GLTF_IMPORTER
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#include "glTFImporter.h"
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#include "StringComparison.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 <memory>
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#include "MakeVerboseFormat.h"
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#include "glTFAsset.h"
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using namespace Assimp;
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using namespace glTF;
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//
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// glTFImporter
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//
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static const aiImporterDesc desc = {
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"glTF Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
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| 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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glTFImporter::glTFImporter()
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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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glTFImporter::~glTFImporter() {
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// empty
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}
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const aiImporterDesc* glTFImporter::GetInfo() const
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{
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return &desc;
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}
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bool glTFImporter::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 true;
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if ((checkSig || !extension.length()) && pIOHandler) {
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char buffer[4];
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile));
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if (pStream && pStream->Read(buffer, sizeof(buffer), 1) == 1) {
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if (memcmp(buffer, AI_GLB_MAGIC_NUMBER, sizeof(buffer)) == 0) {
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return true; // Has GLB header
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}
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else if (memcmp(buffer, "{\r\n ", sizeof(buffer)) == 0
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|| memcmp(buffer, "{\n ", sizeof(buffer)) == 0) {
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// seems a JSON file, and we're the only format that can read them
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return true;
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}
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}
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}
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return false;
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}
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//static void CopyValue(const glTF::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 glTF::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 glTF::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 glTF::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 glTF::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 glTF::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(std::vector<int>& embeddedTexIdxs, Asset& r, glTF::TexProperty prop, aiMaterial* mat,
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aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx)
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{
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if (prop.texture) {
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if (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_BASE, texType, 0);
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}
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}
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else {
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aiColor4D col;
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CopyValue(prop.color, col);
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if (col.r != 1.f || col.g != 1.f || col.b != 1.f || col.a != 1.f) {
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mat->AddProperty(&col, 1, pKey, type, idx);
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}
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}
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}
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void glTFImporter::ImportMaterials(glTF::Asset& r)
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{
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mScene->mNumMaterials = r.materials.Size();
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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Material& mat = r.materials[i];
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/*if (!mat.name.empty())*/ {
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aiString str(mat.id /*mat.name*/);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if (mat.shininess > 0.f) {
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aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
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}
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}
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if (mScene->mNumMaterials == 0) {
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mScene->mNumMaterials = 1;
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mScene->mMaterials = new aiMaterial*[1];
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mScene->mMaterials[0] = new aiMaterial();
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}
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}
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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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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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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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void glTFImporter::ImportMeshes(glTF::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 += 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.id;
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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, 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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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc <= AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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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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}
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if (prim.indices) {
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aiFace* faces = 0;
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size_t nFaces = 0;
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unsigned int count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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}
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if (faces) {
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aim->mFaces = faces;
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aim->mNumFaces = nFaces;
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}
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}
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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}
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}
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}
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meshOffsets.push_back(k);
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CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
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}
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void glTFImporter::ImportCameras(glTF::Asset& r)
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{
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if (!r.cameras.Size()) return;
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mScene->mNumCameras = r.cameras.Size();
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mScene->mCameras = new aiCamera*[r.cameras.Size()];
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for (size_t i = 0; i < r.cameras.Size(); ++i) {
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Camera& cam = r.cameras[i];
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aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
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if (cam.type == Camera::Perspective) {
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aicam->mAspect = cam.perspective.aspectRatio;
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aicam->mHorizontalFOV = cam.perspective.yfov * aicam->mAspect;
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aicam->mClipPlaneFar = cam.perspective.zfar;
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aicam->mClipPlaneNear = cam.perspective.znear;
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}
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else {
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// assimp does not support orthographic cameras
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}
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}
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}
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void glTFImporter::ImportLights(glTF::Asset& r)
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{
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if (!r.lights.Size()) return;
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mScene->mNumLights = r.lights.Size();
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mScene->mLights = new aiLight*[r.lights.Size()];
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for (size_t i = 0; i < r.lights.Size(); ++i) {
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Light& l = r.lights[i];
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aiLight* ail = mScene->mLights[i] = new aiLight();
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switch (l.type) {
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case Light::Type_directional:
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ail->mType = aiLightSource_DIRECTIONAL; break;
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case Light::Type_spot:
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ail->mType = aiLightSource_SPOT; break;
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case Light::Type_ambient:
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ail->mType = aiLightSource_AMBIENT; break;
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default: // Light::Type_point
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ail->mType = aiLightSource_POINT; break;
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}
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CopyValue(l.color, ail->mColorAmbient);
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CopyValue(l.color, ail->mColorDiffuse);
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CopyValue(l.color, ail->mColorSpecular);
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ail->mAngleOuterCone = l.falloffAngle;
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ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
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ail->mAttenuationConstant = l.constantAttenuation;
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ail->mAttenuationLinear = l.linearAttenuation;
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ail->mAttenuationQuadratic = l.quadraticAttenuation;
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}
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}
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aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
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{
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Node& node = *ptr;
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aiNode* ainode = new aiNode(node.id);
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if (!node.children.empty()) {
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ainode->mNumChildren = node.children.size();
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ainode->mChildren = new aiNode*[ainode->mNumChildren];
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for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
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aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
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child->mParent = ainode;
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ainode->mChildren[i] = child;
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}
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}
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aiMatrix4x4 matrix = ainode->mTransformation;
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if (node.matrix.isPresent) {
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CopyValue(node.matrix.value, matrix);
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}
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else {
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if (node.translation.isPresent) {
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aiVector3D trans;
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CopyValue(node.translation.value, trans);
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aiMatrix4x4 t;
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aiMatrix4x4::Translation(trans, t);
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matrix = t * matrix;
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}
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if (node.scale.isPresent) {
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aiVector3D scal(1.f);
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CopyValue(node.scale.value, scal);
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aiMatrix4x4 s;
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aiMatrix4x4::Scaling(scal, s);
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matrix = s * matrix;
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}
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if (node.rotation.isPresent) {
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aiQuaternion rot;
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CopyValue(node.rotation.value, rot);
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matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
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}
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}
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if (!node.meshes.empty()) {
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int count = 0;
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for (size_t i = 0; i < node.meshes.size(); ++i) {
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int idx = node.meshes[i].GetIndex();
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count += meshOffsets[idx + 1] - meshOffsets[idx];
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}
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ainode->mNumMeshes = count;
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ainode->mMeshes = new unsigned int[count];
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int k = 0;
|
|
for (size_t i = 0; i < node.meshes.size(); ++i) {
|
|
int idx = node.meshes[i].GetIndex();
|
|
for (size_t j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
|
|
ainode->mMeshes[k] = j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (node.camera) {
|
|
pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
|
|
}
|
|
|
|
if (node.light) {
|
|
pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
|
|
}
|
|
|
|
return ainode;
|
|
}
|
|
|
|
void glTFImporter::ImportNodes(glTF::Asset& r)
|
|
{
|
|
if (!r.scene) return;
|
|
|
|
std::vector< Ref<Node> > rootNodes = r.scene->nodes;
|
|
|
|
// The root nodes
|
|
unsigned int numRootNodes = 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 glTFImporter::ImportEmbeddedTextures(glTF::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 glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
|
|
|
|
this->mScene = pScene;
|
|
|
|
// read the asset file
|
|
glTF::Asset asset(pIOHandler);
|
|
asset.Load(pFile, GetExtension(pFile) == "glb");
|
|
|
|
|
|
//
|
|
// Copy the data out
|
|
//
|
|
|
|
ImportEmbeddedTextures(asset);
|
|
ImportMaterials(asset);
|
|
|
|
ImportMeshes(asset);
|
|
|
|
ImportCameras(asset);
|
|
ImportLights(asset);
|
|
|
|
ImportNodes(asset);
|
|
|
|
// TODO: it does not split the loaded vertices, should it?
|
|
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
Assimp::MakeVerboseFormatProcess process;
|
|
process.Execute(pScene);
|
|
|
|
|
|
if (pScene->mNumMeshes == 0) {
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
}
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
|
|
|