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Diffstat (limited to 'src/3rdparty/assimp/code/glTF2Exporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/glTF2Exporter.cpp | 1080 |
1 files changed, 0 insertions, 1080 deletions
diff --git a/src/3rdparty/assimp/code/glTF2Exporter.cpp b/src/3rdparty/assimp/code/glTF2Exporter.cpp deleted file mode 100644 index c1a803c1f..000000000 --- a/src/3rdparty/assimp/code/glTF2Exporter.cpp +++ /dev/null @@ -1,1080 +0,0 @@ -/* -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_EXPORT -#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER - -#include "glTF2Exporter.h" - -#include "Exceptional.h" -#include "StringComparison.h" -#include "ByteSwapper.h" - -#include "SplitLargeMeshes.h" - -#include <assimp/SceneCombiner.h> -#include <assimp/version.h> -#include <assimp/IOSystem.hpp> -#include <assimp/Exporter.hpp> -#include <assimp/material.h> -#include <assimp/scene.h> - -// Header files, standard library. -#include <memory> -#include <inttypes.h> - -#include "glTF2AssetWriter.h" - -using namespace rapidjson; - -using namespace Assimp; -using namespace glTF2; - -namespace Assimp { - - // ------------------------------------------------------------------------------------------------ - // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp - void ExportSceneGLTF2(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) - { - // invoke the exporter - glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, false); - } - -} // end of namespace Assimp - -glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene, - const ExportProperties* pProperties, bool /*isBinary*/) - : mFilename(filename) - , mIOSystem(pIOSystem) - , mProperties(pProperties) -{ - aiScene* sceneCopy_tmp; - SceneCombiner::CopyScene(&sceneCopy_tmp, pScene); - std::unique_ptr<aiScene> sceneCopy(sceneCopy_tmp); - - SplitLargeMeshesProcess_Triangle tri_splitter; - tri_splitter.SetLimit(0xffff); - tri_splitter.Execute(sceneCopy.get()); - - SplitLargeMeshesProcess_Vertex vert_splitter; - vert_splitter.SetLimit(0xffff); - vert_splitter.Execute(sceneCopy.get()); - - mScene = sceneCopy.get(); - - mAsset.reset( new Asset( pIOSystem ) ); - - ExportMetadata(); - - ExportMaterials(); - - if (mScene->mRootNode) { - ExportNodeHierarchy(mScene->mRootNode); - } - - ExportMeshes(); - MergeMeshes(); - - ExportScene(); - - ExportAnimations(); - - AssetWriter writer(*mAsset); - - writer.WriteFile(filename); -} - -/* - * Copy a 4x4 matrix from struct aiMatrix to typedef mat4. - * Also converts from row-major to column-major storage. - */ -static void CopyValue(const aiMatrix4x4& v, mat4& o) -{ - o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1; - o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2; - o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3; - o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4; -} - -static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o) -{ - o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4; - o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4; - o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4; - o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4; -} - -static void IdentityMatrix4(mat4& o) -{ - o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0; - o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0; - o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0; - o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1; -} - -inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer, - unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false) -{ - if (!count || !data) return Ref<Accessor>(); - - unsigned int numCompsIn = AttribType::GetNumComponents(typeIn); - unsigned int numCompsOut = AttribType::GetNumComponents(typeOut); - unsigned int bytesPerComp = ComponentTypeSize(compType); - - size_t offset = buffer->byteLength; - // make sure offset is correctly byte-aligned, as required by spec - size_t padding = offset % bytesPerComp; - offset += padding; - size_t length = count * numCompsOut * bytesPerComp; - buffer->Grow(length + padding); - - // bufferView - Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view")); - bv->buffer = buffer; - bv->byteOffset = unsigned(offset); - bv->byteLength = length; //! The target that the WebGL buffer should be bound to. - bv->byteStride = 0; - bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER; - - // accessor - Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor")); - acc->bufferView = bv; - acc->byteOffset = 0; - acc->componentType = compType; - acc->count = count; - acc->type = typeOut; - - // calculate min and max values - { - // Allocate and initialize with large values. - float float_MAX = 10000000000000.0f; - for (unsigned int i = 0 ; i < numCompsOut ; i++) { - acc->min.push_back( float_MAX); - acc->max.push_back(-float_MAX); - } - - // Search and set extreme values. - float valueTmp; - for (unsigned int i = 0 ; i < count ; i++) { - for (unsigned int j = 0 ; j < numCompsOut ; j++) { - if (numCompsOut == 1) { - valueTmp = static_cast<unsigned short*>(data)[i]; - } else { - valueTmp = static_cast<aiVector3D*>(data)[i][j]; - } - - if (valueTmp < acc->min[j]) { - acc->min[j] = valueTmp; - } - if (valueTmp > acc->max[j]) { - acc->max[j] = valueTmp; - } - } - } - } - - // copy the data - acc->WriteData(count, data, numCompsIn*bytesPerComp); - - return acc; -} - -inline void SetSamplerWrap(SamplerWrap& wrap, aiTextureMapMode map) -{ - switch (map) { - case aiTextureMapMode_Clamp: - wrap = SamplerWrap::Clamp_To_Edge; - break; - case aiTextureMapMode_Mirror: - wrap = SamplerWrap::Mirrored_Repeat; - break; - case aiTextureMapMode_Wrap: - case aiTextureMapMode_Decal: - default: - wrap = SamplerWrap::Repeat; - break; - }; -} - -void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot) -{ - aiString aId; - std::string id; - if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) { - id = aId.C_Str(); - } - - if (Ref<Sampler> ref = mAsset->samplers.Get(id.c_str())) { - texture->sampler = ref; - } else { - id = mAsset->FindUniqueID(id, "sampler"); - - texture->sampler = mAsset->samplers.Create(id.c_str()); - - aiTextureMapMode mapU, mapV; - SamplerMagFilter filterMag; - SamplerMinFilter filterMin; - - if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int*)&mapU) == AI_SUCCESS) { - SetSamplerWrap(texture->sampler->wrapS, mapU); - } - - if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int*)&mapV) == AI_SUCCESS) { - SetSamplerWrap(texture->sampler->wrapT, mapV); - } - - if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int*)&filterMag) == AI_SUCCESS) { - texture->sampler->magFilter = filterMag; - } - - if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int*)&filterMin) == AI_SUCCESS) { - texture->sampler->minFilter = filterMin; - } - - aiString name; - if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) { - texture->sampler->name = name.C_Str(); - } - } -} - -void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int slot) -{ - std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName; - - mat->Get(textureKey.c_str(), tt, slot, prop); -} - -void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int slot) -{ - std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName; - - mat->Get(textureKey.c_str(), tt, slot, prop); -} - -void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTextureType tt, unsigned int slot = 0) -{ - - if (mat->GetTextureCount(tt) > 0) { - aiString tex; - - if (mat->Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) { - std::string path = tex.C_Str(); - - if (path.size() > 0) { - if (path[0] != '*') { - std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path); - if (it != mTexturesByPath.end()) { - texture = mAsset->textures.Get(it->second); - } - } - - if (!texture) { - std::string texId = mAsset->FindUniqueID("", "texture"); - texture = mAsset->textures.Create(texId); - mTexturesByPath[path] = texture.GetIndex(); - - std::string imgId = mAsset->FindUniqueID("", "image"); - texture->source = mAsset->images.Create(imgId); - - if (path[0] == '*') { // embedded - aiTexture* tex = mScene->mTextures[atoi(&path[1])]; - - uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData); - texture->source->SetData(data, tex->mWidth, *mAsset); - - if (tex->achFormatHint[0]) { - std::string mimeType = "image/"; - mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint; - texture->source->mimeType = mimeType; - } - } - else { - texture->source->uri = path; - } - - GetTexSampler(mat, texture, tt, slot); - } - } - } - } -} - -void glTF2Exporter::GetMatTex(const aiMaterial* mat, TextureInfo& prop, aiTextureType tt, unsigned int slot = 0) -{ - Ref<Texture>& texture = prop.texture; - - GetMatTex(mat, texture, tt, slot); - - if (texture) { - GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot); - } -} - -void glTF2Exporter::GetMatTex(const aiMaterial* mat, NormalTextureInfo& prop, aiTextureType tt, unsigned int slot = 0) -{ - Ref<Texture>& texture = prop.texture; - - GetMatTex(mat, texture, tt, slot); - - if (texture) { - GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot); - GetMatTexProp(mat, prop.scale, "scale", tt, slot); - } -} - -void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot = 0) -{ - Ref<Texture>& texture = prop.texture; - - GetMatTex(mat, texture, tt, slot); - - if (texture) { - GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot); - GetMatTexProp(mat, prop.strength, "strength", tt, slot); - } -} - -aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx) -{ - aiColor4D col; - aiReturn result = mat->Get(propName, type, idx, col); - - if (result == AI_SUCCESS) { - prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a; - } - - return result; -} - -aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx) -{ - aiColor3D col; - aiReturn result = mat->Get(propName, type, idx, col); - - if (result == AI_SUCCESS) { - prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; - } - - return result; -} - -void glTF2Exporter::ExportMaterials() -{ - aiString aiName; - for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) { - const aiMaterial* mat = mScene->mMaterials[i]; - - std::string id = "material_" + to_string(i); - - Ref<Material> m = mAsset->materials.Create(id); - - std::string name; - if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) { - name = aiName.C_Str(); - } - name = mAsset->FindUniqueID(name, "material"); - - m->name = name; - - GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); - - if (!m->pbrMetallicRoughness.baseColorTexture.texture) { - //if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture - GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE); - } - - GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); - - if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) { - // if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material. - //a fallback to any diffuse color should be used instead - GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE); - } - - if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) { - //if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0 - m->pbrMetallicRoughness.metallicFactor = 0; - } - - // get roughness if source is gltf2 file - if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) { - // otherwise, try to derive and convert from specular + shininess values - aiColor4D specularColor; - ai_real shininess; - - if ( - mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS && - mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS - ) { - // convert specular color to luminance - float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f; - //normalize shininess (assuming max is 1000) with an inverse exponentional curve - float normalizedShininess = std::sqrt(shininess / 1000); - - //clamp the shininess value between 0 and 1 - normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f); - // low specular intensity values should produce a rough material even if shininess is high. - normalizedShininess = normalizedShininess * specularIntensity; - - m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess; - } - } - - GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS); - GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP); - GetMatTex(mat, m->emissiveTexture, aiTextureType_EMISSIVE); - GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE); - - mat->Get(AI_MATKEY_TWOSIDED, m->doubleSided); - mat->Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff); - - aiString alphaMode; - - if (mat->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) { - m->alphaMode = alphaMode.C_Str(); - } else { - float opacity; - - if (mat->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) { - if (opacity < 1) { - m->alphaMode = "BLEND"; - m->pbrMetallicRoughness.baseColorFactor[3] *= opacity; - } - } - } - - bool hasPbrSpecularGlossiness = false; - mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, hasPbrSpecularGlossiness); - - if (hasPbrSpecularGlossiness) { - - if (!mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness) { - mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true; - } - - PbrSpecularGlossiness pbrSG; - - GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE); - GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR); - - if (mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) != AI_SUCCESS) { - float shininess; - - if (mat->Get(AI_MATKEY_SHININESS, shininess)) { - pbrSG.glossinessFactor = shininess / 1000; - } - } - - GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE); - GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR); - - m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG); - } - } -} - -/* - * Search through node hierarchy and find the node containing the given meshID. - * Returns true on success, and false otherwise. - */ -bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID) -{ - for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) { - if (meshID.compare(nodeIn->meshes[i]->id) == 0) { - meshNode = nodeIn; - return true; - } - } - - for (unsigned int i = 0; i < nodeIn->children.size(); ++i) { - if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) { - return true; - } - } - - return false; -} - -/* - * Find the root joint of the skeleton. - * Starts will any joint node and traces up the tree, - * until a parent is found that does not have a jointName. - * Returns the first parent Ref<Node> found that does not have a jointName. - */ -Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef) -{ - Ref<Node> startNodeRef; - Ref<Node> parentNodeRef; - - // Arbitrarily use the first joint to start the search. - startNodeRef = skinRef->jointNames[0]; - parentNodeRef = skinRef->jointNames[0]; - - do { - startNodeRef = parentNodeRef; - parentNodeRef = startNodeRef->parent; - } while (!parentNodeRef->jointName.empty()); - - return parentNodeRef; -} - -void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData) -{ - if (aimesh->mNumBones < 1) { - return; - } - - // Store the vertex joint and weight data. - const size_t NumVerts( aimesh->mNumVertices ); - vec4* vertexJointData = new vec4[ NumVerts ]; - vec4* vertexWeightData = new vec4[ NumVerts ]; - int* jointsPerVertex = new int[ NumVerts ]; - for (size_t i = 0; i < NumVerts; ++i) { - jointsPerVertex[i] = 0; - for (size_t j = 0; j < 4; ++j) { - vertexJointData[i][j] = 0; - vertexWeightData[i][j] = 0; - } - } - - for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) { - const aiBone* aib = aimesh->mBones[idx_bone]; - - // aib->mName =====> skinRef->jointNames - // Find the node with id = mName. - Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str()); - nodeRef->jointName = nodeRef->name; - - unsigned int jointNamesIndex = 0; - bool addJointToJointNames = true; - for ( unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) { - if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) { - addJointToJointNames = false; - jointNamesIndex = idx_joint; - } - } - - if (addJointToJointNames) { - skinRef->jointNames.push_back(nodeRef); - - // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices - aiMatrix4x4 tmpMatrix4; - CopyValue(aib->mOffsetMatrix, tmpMatrix4); - inverseBindMatricesData.push_back(tmpMatrix4); - jointNamesIndex = static_cast<unsigned int>(inverseBindMatricesData.size() - 1); - } - - // aib->mWeights =====> vertexWeightData - for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) { - unsigned int vertexId = aib->mWeights[idx_weights].mVertexId; - float vertWeight = aib->mWeights[idx_weights].mWeight; - - // A vertex can only have at most four joint weights. Ignore all others. - if (jointsPerVertex[vertexId] > 3) { - continue; - } - - vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex); - vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight; - - jointsPerVertex[vertexId] += 1; - } - - } // End: for-loop mNumMeshes - - Mesh::Primitive& p = meshRef->primitives.back(); - Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); - if ( vertexJointAccessor ) { - p.attributes.joint.push_back( vertexJointAccessor ); - } - - Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); - if ( vertexWeightAccessor ) { - p.attributes.weight.push_back( vertexWeightAccessor ); - } - delete[] jointsPerVertex; - delete[] vertexWeightData; - delete[] vertexJointData; -} - -void glTF2Exporter::ExportMeshes() -{ - // Not for - // using IndicesType = decltype(aiFace::mNumIndices); - // But yes for - // using IndicesType = unsigned short; - // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification. - typedef unsigned short IndicesType; - - std::string fname = std::string(mFilename); - std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf")); - std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str()); - - Ref<Buffer> b = mAsset->GetBodyBuffer(); - if (!b) { - b = mAsset->buffers.Create(bufferId); - } - - //---------------------------------------- - // Initialize variables for the skin - bool createSkin = false; - for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { - const aiMesh* aim = mScene->mMeshes[idx_mesh]; - if(aim->HasBones()) { - createSkin = true; - break; - } - } - - Ref<Skin> skinRef; - std::string skinName = mAsset->FindUniqueID("skin", "skin"); - std::vector<aiMatrix4x4> inverseBindMatricesData; - if(createSkin) { - skinRef = mAsset->skins.Create(skinName); - skinRef->name = skinName; - } - //---------------------------------------- - - for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { - const aiMesh* aim = mScene->mMeshes[idx_mesh]; - - std::string name = aim->mName.C_Str(); - - std::string meshId = mAsset->FindUniqueID(name, "mesh"); - Ref<Mesh> m = mAsset->meshes.Create(meshId); - m->primitives.resize(1); - Mesh::Primitive& p = m->primitives.back(); - - m->name = name; - - p.material = mAsset->materials.Get(aim->mMaterialIndex); - - /******************* Vertices ********************/ - Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if (v) p.attributes.position.push_back(v); - - /******************** Normals ********************/ - Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if (n) p.attributes.normal.push_back(n); - - /************** Texture coordinates **************/ - for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { - // Flip UV y coords - if (aim -> mNumUVComponents[i] > 1) { - for (unsigned int j = 0; j < aim->mNumVertices; ++j) { - aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y; - } - } - - if (aim->mNumUVComponents[i] > 0) { - AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3; - - Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false); - if (tc) p.attributes.texcoord.push_back(tc); - } - } - - /*************** Vertices indices ****************/ - if (aim->mNumFaces > 0) { - std::vector<IndicesType> indices; - unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices; - indices.resize(aim->mNumFaces * nIndicesPerFace); - for (size_t i = 0; i < aim->mNumFaces; ++i) { - for (size_t j = 0; j < nIndicesPerFace; ++j) { - indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]); - } - } - - p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true); - } - - switch (aim->mPrimitiveTypes) { - case aiPrimitiveType_POLYGON: - p.mode = PrimitiveMode_TRIANGLES; break; // TODO implement this - case aiPrimitiveType_LINE: - p.mode = PrimitiveMode_LINES; break; - case aiPrimitiveType_POINT: - p.mode = PrimitiveMode_POINTS; break; - default: // aiPrimitiveType_TRIANGLE - p.mode = PrimitiveMode_TRIANGLES; - } - - /*************** Skins ****************/ - if(aim->HasBones()) { - ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData); - } - } - - //---------------------------------------- - // Finish the skin - // Create the Accessor for skinRef->inverseBindMatrices - if (createSkin) { - mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()]; - for ( unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) { - CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]); - } - - Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, static_cast<unsigned int>(inverseBindMatricesData.size()), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); - if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; - - // Identity Matrix =====> skinRef->bindShapeMatrix - // Temporary. Hard-coded identity matrix here - skinRef->bindShapeMatrix.isPresent = true; - IdentityMatrix4(skinRef->bindShapeMatrix.value); - - // Find nodes that contain a mesh with bones and add "skeletons" and "skin" attributes to those nodes. - Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0)); - Ref<Node> meshNode; - for (unsigned int meshIndex = 0; meshIndex < mAsset->meshes.Size(); ++meshIndex) { - Ref<Mesh> mesh = mAsset->meshes.Get(meshIndex); - bool hasBones = false; - for (unsigned int i = 0; i < mesh->primitives.size(); ++i) { - if (!mesh->primitives[i].attributes.weight.empty()) { - hasBones = true; - break; - } - } - if (!hasBones) { - continue; - } - std::string meshID = mesh->id; - FindMeshNode(rootNode, meshNode, meshID); - Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef); - meshNode->skeletons.push_back(rootJoint); - meshNode->skin = skinRef; - } - } -} - -//merges a node's multiple meshes (with one primitive each) into one mesh with multiple primitives -void glTF2Exporter::MergeMeshes() -{ - for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) { - Ref<Node> node = mAsset->nodes.Get(n); - - unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size()); - - //skip if it's 1 or less meshes per node - if (nMeshes > 1) { - Ref<Mesh> firstMesh = node->meshes.at(0); - - //loop backwards to allow easy removal of a mesh from a node once it's merged - for (unsigned int m = nMeshes - 1; m >= 1; --m) { - Ref<Mesh> mesh = node->meshes.at(m); - - //append this mesh's primitives to the first mesh's primitives - firstMesh->primitives.insert( - firstMesh->primitives.end(), - mesh->primitives.begin(), - mesh->primitives.end() - ); - - //remove the mesh from the list of meshes - unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str()); - - //find the presence of the removed mesh in other nodes - for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) { - Ref<Node> node = mAsset->nodes.Get(nn); - - for (unsigned int mm = 0; mm < node->meshes.size(); ++mm) { - Ref<Mesh>& meshRef = node->meshes.at(mm); - unsigned int meshIndex = meshRef.GetIndex(); - - if (meshIndex == removedIndex) { - node->meshes.erase(node->meshes.begin() + mm); - } else if (meshIndex > removedIndex) { - Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1); - - meshRef = newMeshRef; - } - } - } - } - - //since we were looping backwards, reverse the order of merged primitives to their original order - std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end()); - } - } -} - -/* - * Export the root node of the node hierarchy. - * Calls ExportNode for all children. - */ -unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode* n) -{ - Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); - - if (!n->mTransformation.IsIdentity()) { - node->matrix.isPresent = true; - CopyValue(n->mTransformation, node->matrix.value); - } - - for (unsigned int i = 0; i < n->mNumMeshes; ++i) { - node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i])); - } - - for (unsigned int i = 0; i < n->mNumChildren; ++i) { - unsigned int idx = ExportNode(n->mChildren[i], node); - node->children.push_back(mAsset->nodes.Get(idx)); - } - - return node.GetIndex(); -} - -/* - * Export node and recursively calls ExportNode for all children. - * Since these nodes are not the root node, we also export the parent Ref<Node> - */ -unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent) -{ - std::string name = mAsset->FindUniqueID(n->mName.C_Str(), "node"); - Ref<Node> node = mAsset->nodes.Create(name); - - node->parent = parent; - node->name = name; - - if (!n->mTransformation.IsIdentity()) { - node->matrix.isPresent = true; - CopyValue(n->mTransformation, node->matrix.value); - } - - for (unsigned int i = 0; i < n->mNumMeshes; ++i) { - node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i])); - } - - for (unsigned int i = 0; i < n->mNumChildren; ++i) { - unsigned int idx = ExportNode(n->mChildren[i], node); - node->children.push_back(mAsset->nodes.Get(idx)); - } - - return node.GetIndex(); -} - - -void glTF2Exporter::ExportScene() -{ - const char* sceneName = "defaultScene"; - Ref<Scene> scene = mAsset->scenes.Create(sceneName); - - // root node will be the first one exported (idx 0) - if (mAsset->nodes.Size() > 0) { - scene->nodes.push_back(mAsset->nodes.Get(0u)); - } - - // set as the default scene - mAsset->scene = scene; -} - -void glTF2Exporter::ExportMetadata() -{ - AssetMetadata& asset = mAsset->asset; - asset.version = "2.0"; - - char buffer[256]; - ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)", - aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision()); - - asset.generator = buffer; -} - -inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond) -{ - // Loop over the data and check to see if it exactly matches an existing buffer. - // If yes, then reference the existing corresponding accessor. - // Otherwise, add to the buffer and create a new accessor. - - size_t counts[3] = { - nodeChannel->mNumPositionKeys, - nodeChannel->mNumScalingKeys, - nodeChannel->mNumRotationKeys, - }; - size_t numKeyframes = 1; - for (int i = 0; i < 3; ++i) { - if (counts[i] > numKeyframes) { - numKeyframes = counts[i]; - } - } - - //------------------------------------------------------- - // Extract TIME parameter data. - // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys. - if(nodeChannel->mNumPositionKeys > 0) { - typedef float TimeType; - std::vector<TimeType> timeData; - timeData.resize(numKeyframes); - for (size_t i = 0; i < numKeyframes; ++i) { - size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes; - // mTime is measured in ticks, but GLTF time is measured in seconds, so convert. - // Check if we have to cast type here. e.g. uint16_t() - timeData[i] = static_cast<float>(nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond); - } - - Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); - if (timeAccessor) animRef->Parameters.TIME = timeAccessor; - } - - //------------------------------------------------------- - // Extract translation parameter data - if(nodeChannel->mNumPositionKeys > 0) { - C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes]; - for (size_t i = 0; i < numKeyframes; ++i) { - size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes; - translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue; - } - - Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if ( tranAccessor ) { - animRef->Parameters.translation = tranAccessor; - } - delete[] translationData; - } - - //------------------------------------------------------- - // Extract scale parameter data - if(nodeChannel->mNumScalingKeys > 0) { - C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes]; - for (size_t i = 0; i < numKeyframes; ++i) { - size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes; - scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue; - } - - Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if ( scaleAccessor ) { - animRef->Parameters.scale = scaleAccessor; - } - delete[] scaleData; - } - - //------------------------------------------------------- - // Extract rotation parameter data - if(nodeChannel->mNumRotationKeys > 0) { - vec4* rotationData = new vec4[numKeyframes]; - for (size_t i = 0; i < numKeyframes; ++i) { - size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes; - rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x; - rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y; - rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z; - rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w; - } - - Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); - if ( rotAccessor ) { - animRef->Parameters.rotation = rotAccessor; - } - delete[] rotationData; - } -} - -void glTF2Exporter::ExportAnimations() -{ - Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0)); - - for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { - const aiAnimation* anim = mScene->mAnimations[i]; - - std::string nameAnim = "anim"; - if (anim->mName.length > 0) { - nameAnim = anim->mName.C_Str(); - } - - for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { - const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; - - // It appears that assimp stores this type of animation as multiple animations. - // where each aiNodeAnim in mChannels animates a specific node. - std::string name = nameAnim + "_" + to_string(channelIndex); - name = mAsset->FindUniqueID(name, "animation"); - Ref<Animation> animRef = mAsset->animations.Create(name); - - // Parameters - ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, static_cast<float>(anim->mTicksPerSecond)); - - for (unsigned int j = 0; j < 3; ++j) { - std::string channelType; - int channelSize; - switch (j) { - case 0: - channelType = "rotation"; - channelSize = nodeChannel->mNumRotationKeys; - break; - case 1: - channelType = "scale"; - channelSize = nodeChannel->mNumScalingKeys; - break; - case 2: - channelType = "translation"; - channelSize = nodeChannel->mNumPositionKeys; - break; - } - - if (channelSize < 1) { continue; } - - Animation::AnimChannel tmpAnimChannel; - Animation::AnimSampler tmpAnimSampler; - - tmpAnimChannel.sampler = static_cast<int>(animRef->Samplers.size()); - tmpAnimChannel.target.path = channelType; - tmpAnimSampler.output = channelType; - tmpAnimSampler.id = name + "_" + channelType; - - tmpAnimChannel.target.node = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); - - tmpAnimSampler.input = "TIME"; - tmpAnimSampler.interpolation = "LINEAR"; - - animRef->Channels.push_back(tmpAnimChannel); - animRef->Samplers.push_back(tmpAnimSampler); - } - - } - - // Assimp documentation staes this is not used (not implemented) - // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { - // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; - // } - - } // End: for-loop mNumAnimations -} - - -#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER -#endif // ASSIMP_BUILD_NO_EXPORT |