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diff --git a/src/3rdparty/assimp/code/glTFExporter.cpp b/src/3rdparty/assimp/code/glTFExporter.cpp
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@@ -1,1007 +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 "glTFExporter.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 "glTFAssetWriter.h"
-
-#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
- // Header files, Open3DGC.
-# include <Open3DGC/o3dgcSC3DMCEncoder.h>
-#endif
-
-using namespace rapidjson;
-
-using namespace Assimp;
-using namespace glTF;
-
-namespace Assimp {
-
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
- void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
- {
- // invoke the exporter
- glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
- }
-
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
- void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
- {
- // invoke the exporter
- glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
- }
-
-} // end of namespace Assimp
-
-glTFExporter::glTFExporter(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 glTF::Asset( pIOSystem ) );
-
- if (isBinary) {
- mAsset->SetAsBinary();
- }
-
- ExportMetadata();
-
- //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
-
- //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
-
- ExportMaterials();
-
- if (mScene->mRootNode) {
- ExportNodeHierarchy(mScene->mRootNode);
- }
-
- ExportMeshes();
-
- //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
-
- ExportScene();
-
- ExportAnimations();
-
- glTF::AssetWriter writer(*mAsset);
-
- if (isBinary) {
- writer.WriteGLBFile(filename);
- } else {
- 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, glTF::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(glTF::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->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->byteStride = 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;
-}
-
-namespace {
- void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
- if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {}
- }
-}
-
-void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
-{
- std::string samplerId = mAsset->FindUniqueID("", "sampler");
- prop.texture->sampler = mAsset->samplers.Create(samplerId);
-
- aiTextureMapMode mapU, mapV;
- aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU);
- aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV);
-
- switch (mapU) {
- case aiTextureMapMode_Wrap:
- prop.texture->sampler->wrapS = SamplerWrap_Repeat;
- break;
- case aiTextureMapMode_Clamp:
- prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge;
- break;
- case aiTextureMapMode_Mirror:
- prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat;
- break;
- case aiTextureMapMode_Decal:
- default:
- prop.texture->sampler->wrapS = SamplerWrap_Repeat;
- break;
- };
-
- switch (mapV) {
- case aiTextureMapMode_Wrap:
- prop.texture->sampler->wrapT = SamplerWrap_Repeat;
- break;
- case aiTextureMapMode_Clamp:
- prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge;
- break;
- case aiTextureMapMode_Mirror:
- prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat;
- break;
- case aiTextureMapMode_Decal:
- default:
- prop.texture->sampler->wrapT = SamplerWrap_Repeat;
- break;
- };
-
- // Hard coded Texture filtering options because I do not know where to find them in the aiMaterial.
- prop.texture->sampler->magFilter = SamplerMagFilter_Linear;
- prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
-}
-
-void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
-{
- aiString tex;
- aiColor4D col;
- if (mat->GetTextureCount(tt) > 0) {
- if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), 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()) {
- prop.texture = mAsset->textures.Get(it->second);
- }
- }
-
- if (!prop.texture) {
- std::string texId = mAsset->FindUniqueID("", "texture");
- prop.texture = mAsset->textures.Create(texId);
- mTexturesByPath[path] = prop.texture.GetIndex();
-
- std::string imgId = mAsset->FindUniqueID("", "image");
- prop.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);
- prop.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;
- prop.texture->source->mimeType = mimeType;
- }
- }
- else {
- prop.texture->source->uri = path;
- }
-
- GetTexSampler(mat, prop);
- }
- }
- }
- }
-
- if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
- prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
- }
-}
-
-
-void glTFExporter::ExportMaterials()
-{
- aiString aiName;
- for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
- const aiMaterial* mat = mScene->mMaterials[i];
-
-
- std::string name;
- if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
- name = aiName.C_Str();
- }
- name = mAsset->FindUniqueID(name, "material");
-
- Ref<Material> m = mAsset->materials.Create(name);
-
- GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
- GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
- GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
- GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
-
- m->transparent = mat->Get(AI_MATKEY_OPACITY, m->transparency) == aiReturn_SUCCESS && m->transparency != 1.0;
-
- GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
- }
-}
-
-/*
- * 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->id;
-
- 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 glTFExporter::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;
-
- // Variables needed for compression. BEGIN.
- // Indices, not pointers - because pointer to buffer is changing while writing to it.
- size_t idx_srcdata_begin = 0; // Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
- size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
- std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
- size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
- bool comp_allow;// Point that data of current mesh can be compressed.
- // Variables needed for compression. END.
-
- 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];
-
- // Check if compressing requested and mesh can be encoded.
-#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
- comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false);
-#else
- comp_allow = false;
-#endif
-
- if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0))
- {
- idx_srcdata_tc.clear();
- idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
- }
- else
- {
- std::string msg;
-
- if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
- msg = "all primitives of the mesh must be a triangles.";
- else
- msg = "mesh must has vertices and faces.";
-
- DefaultLogger::get()->warn("GLTF: can not use Open3DGC-compression: " + msg);
- comp_allow = false;
- }
-
- std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
- Ref<Mesh> m = mAsset->meshes.Create(meshId);
- m->primitives.resize(1);
- Mesh::Primitive& p = m->primitives.back();
-
- p.material = mAsset->materials.Get(aim->mMaterialIndex);
-
- /******************* Vertices ********************/
- // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
- if(comp_allow) idx_srcdata_begin = b->byteLength;
-
- 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 ********************/
- if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
-
- 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;
-
- if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
-
- 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 ****************/
- idx_srcdata_ind = b->byteLength;// Store index of indices array.
-
- 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);
- }
-
- /****************** Compression ******************/
- ///TODO: animation: weights, joints.
- if(comp_allow)
- {
-#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
- // Only one type of compression supported at now - Open3DGC.
- //
- o3dgc::BinaryStream bs;
- o3dgc::SC3DMCEncoder<IndicesType> encoder;
- o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
- o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
-
- //
- // Fill data for encoder.
- //
- // Quantization
- unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12);
- unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10);
- unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10);
-
- // Prediction
- o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
- o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;
- o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
-
- // IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
- comp_o3dgc_ifs.SetCCW(true);
- comp_o3dgc_ifs.SetIsTriangularMesh(true);
- comp_o3dgc_ifs.SetNumFloatAttributes(0);
- // Coordinates
- comp_o3dgc_params.SetCoordQuantBits(quant_coord);
- comp_o3dgc_params.SetCoordPredMode(prediction_position);
- comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
- comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
- // Normals
- if(idx_srcdata_normal != SIZE_MAX)
- {
- comp_o3dgc_params.SetNormalQuantBits(quant_normal);
- comp_o3dgc_params.SetNormalPredMode(prediction_normal);
- comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
- comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
- }
-
- // Texture coordinates
- for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
- {
- size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
-
- comp_o3dgc_params.SetFloatAttributeQuantBits(static_cast<unsigned long>(num), quant_texcoord);
- comp_o3dgc_params.SetFloatAttributePredMode(static_cast<unsigned long>(num), prediction_texcoord);
- comp_o3dgc_ifs.SetNFloatAttribute(static_cast<unsigned long>(num), aim->mNumVertices);// number of elements.
- comp_o3dgc_ifs.SetFloatAttributeDim(static_cast<unsigned long>(num), aim->mNumUVComponents[num_tc]);// components per element: aiVector3D => x * float
- comp_o3dgc_ifs.SetFloatAttributeType(static_cast<unsigned long>(num), o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
- comp_o3dgc_ifs.SetFloatAttribute(static_cast<unsigned long>(num), (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
- comp_o3dgc_ifs.SetNumFloatAttributes(static_cast<unsigned long>(num + 1));
- }
-
- // Coordinates indices
- comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
- comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
- // Prepare to enconding
- comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
- if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
- comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);
- else
- comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII);
-
- comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS);
- //
- // Encoding
- //
- encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
- // Replace data in buffer.
- b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
- //
- // Add information about extension to mesh.
- //
- // Create extension structure.
- Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
-
- // Fill it.
- ext->Buffer = b->id;
- ext->Offset = idx_srcdata_begin;
- ext->Count = b->byteLength - idx_srcdata_begin;
- ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary");
- ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3;
- ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
- // And assign to mesh.
- m->Extension.push_back(ext);
-#endif
- }// if(comp_allow)
- }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
-
- //----------------------------------------
- // 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 node that contains this mesh and add "skeletons" and "skin" attributes to that node.
- Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
- Ref<Node> meshNode;
- std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
- FindMeshNode(rootNode, meshNode, meshID);
-
- Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
- meshNode->skeletons.push_back(rootJoint);
- meshNode->skin = skinRef;
- }
-}
-
-/*
- * Export the root node of the node hierarchy.
- * Calls ExportNode for all children.
- */
-unsigned int glTFExporter::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 glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
-{
- Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
-
- node->parent = parent;
-
- 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 glTFExporter::ExportScene()
-{
- const char* sceneName = "defaultScene";
- Ref<Scene> scene = mAsset->scenes.Create(sceneName);
-
- // root node will be the first one exported (idx 0)
- if (mAsset->nodes.Size() > 0) {
- scene->nodes.push_back(mAsset->nodes.Get(0u));
- }
-
- // set as the default scene
- mAsset->scene = scene;
-}
-
-void glTFExporter::ExportMetadata()
-{
- glTF::AssetMetadata& asset = mAsset->asset;
- asset.version = "1.0";
-
- 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 glTFExporter::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 = name + "_" + channelType;
- tmpAnimChannel.target.path = channelType;
- tmpAnimSampler.output = channelType;
- tmpAnimSampler.id = name + "_" + channelType;
-
- tmpAnimChannel.target.id = 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