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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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file GltfExporter.h
+* Declares the exporter class to write a scene to a gltf/glb file
+*/
+#ifndef AI_GLTF2EXPORTER_H_INC
+#define AI_GLTF2EXPORTER_H_INC
+
+#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
+
+#include <assimp/types.h>
+#include <assimp/material.h>
+
+#include <sstream>
+#include <vector>
+#include <map>
+#include <memory>
+
+struct aiScene;
+struct aiNode;
+struct aiMaterial;
+
+namespace glTF2
+{
+ template<class T>
+ class Ref;
+
+ class Asset;
+ struct TexProperty;
+ struct TextureInfo;
+ struct NormalTextureInfo;
+ struct OcclusionTextureInfo;
+ struct Node;
+ struct Texture;
+
+ // Vec/matrix types, as raw float arrays
+ typedef float (vec3)[3];
+ typedef float (vec4)[4];
+}
+
+namespace Assimp
+{
+ class IOSystem;
+ class IOStream;
+ class ExportProperties;
+
+ // ------------------------------------------------------------------------------------------------
+ /** Helper class to export a given scene to an glTF file. */
+ // ------------------------------------------------------------------------------------------------
+ class glTF2Exporter
+ {
+ public:
+ /// Constructor for a specific scene to export
+ glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
+ const ExportProperties* pProperties, bool binary);
+
+ private:
+
+ const char* mFilename;
+ IOSystem* mIOSystem;
+ const aiScene* mScene;
+ const ExportProperties* mProperties;
+
+ std::map<std::string, unsigned int> mTexturesByPath;
+
+ std::shared_ptr<glTF2::Asset> mAsset;
+
+ std::vector<unsigned char> mBodyData;
+
+ void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
+
+ void GetTexSampler(const aiMaterial* mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
+ void GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx);
+ void GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx);
+ void GetMatTex(const aiMaterial* mat, glTF2::Ref<glTF2::Texture>& texture, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
+ aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
+ aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
+ void ExportMetadata();
+ void ExportMaterials();
+ void ExportMeshes();
+ void MergeMeshes();
+ unsigned int ExportNodeHierarchy(const aiNode* n);
+ unsigned int ExportNode(const aiNode* node, glTF2::Ref<glTF2::Node>& parent);
+ void ExportScene();
+ void ExportAnimations();
+ };
+
+}
+
+#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
+
+#endif // AI_GLTF2EXPORTER_H_INC