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-/*
-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