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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 <assimp/version.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+
+#include <memory>
+
+#include "glTFAssetWriter.h"
+
+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)
+ , mScene(pScene)
+ , mProperties(pProperties)
+{
+ std::unique_ptr<Asset> asset(new glTF::Asset(pIOSystem));
+ mAsset = asset.get();
+
+ if (isBinary) {
+ asset->SetAsBinary();
+ }
+
+ ExportMetadata();
+
+ //for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {}
+
+ //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
+
+ //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
+
+
+ ExportMaterials();
+
+ ExportMeshes();
+
+ //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
+
+
+ if (mScene->mRootNode) {
+ ExportNode(mScene->mRootNode);
+ }
+
+ ExportScene();
+
+
+ glTF::AssetWriter writer(*mAsset);
+ writer.WriteFile(filename);
+}
+
+
+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;
+}
+
+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;
+ size_t length = count * numCompsOut * bytesPerComp;
+ buffer->Grow(length);
+
+ // 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;
+
+ // 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::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;
+ }
+ }
+ }
+ }
+ }
+
+ 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);
+
+ GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
+ }
+}
+
+void glTFExporter::ExportMeshes()
+{
+ for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
+ const aiMesh* aim = mScene->mMeshes[i];
+
+ 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);
+
+ std::string bufferId = mAsset->FindUniqueID(meshId, "buffer");
+
+ Ref<Buffer> b = mAsset->GetBodyBuffer();
+ if (!b) {
+ b = mAsset->buffers.Create(bufferId);
+ }
+
+ 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);
+
+ 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);
+
+ for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ 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, true);
+ if (tc) p.attributes.texcoord.push_back(tc);
+ }
+ }
+
+ if (aim->mNumFaces > 0) {
+ unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
+ std::vector<uint16_t> indices;
+ 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;
+ }
+ }
+}
+
+unsigned int glTFExporter::ExportNode(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->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;
+
+ char buffer[256];
+ ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
+ aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
+
+ asset.generator = buffer;
+}
+
+
+
+
+
+
+
+#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT