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diff --git a/src/3rdparty/assimp/code/glTFImporter.cpp b/src/3rdparty/assimp/code/glTFImporter.cpp
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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_GLTF_IMPORTER
+
+#include "glTFImporter.h"
+
+#include "StringComparison.h"
+
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/ai_assert.h>
+#include <assimp/DefaultLogger.hpp>
+#include <memory>
+
+#include "MakeVerboseFormat.h"
+
+#include "glTFAsset.h"
+// This is included here so WriteLazyDict<T>'s definition is found.
+#include "glTFAssetWriter.h"
+
+using namespace Assimp;
+using namespace glTF;
+
+
+//
+// glTFImporter
+//
+
+static const aiImporterDesc desc = {
+ "glTF Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
+ | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
+ 0,
+ 0,
+ 0,
+ 0,
+ "gltf glb"
+};
+
+glTFImporter::glTFImporter()
+: BaseImporter()
+, meshOffsets()
+, embeddedTexIdxs()
+, mScene( NULL ) {
+ // empty
+}
+
+glTFImporter::~glTFImporter() {
+ // empty
+}
+
+const aiImporterDesc* glTFImporter::GetInfo() const
+{
+ return &desc;
+}
+
+bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+ const std::string& extension = GetExtension(pFile);
+
+ if (extension == "gltf" || extension == "glb")
+ return true;
+
+ if ((checkSig || !extension.length()) && pIOHandler) {
+ char buffer[4];
+
+ std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile));
+ if (pStream && pStream->Read(buffer, sizeof(buffer), 1) == 1) {
+ if (memcmp(buffer, AI_GLB_MAGIC_NUMBER, sizeof(buffer)) == 0) {
+ return true; // Has GLB header
+ }
+ else if (memcmp(buffer, "{\r\n ", sizeof(buffer)) == 0
+ || memcmp(buffer, "{\n ", sizeof(buffer)) == 0) {
+ // seems a JSON file, and we're the only format that can read them
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+
+//static void CopyValue(const glTF::vec3& v, aiColor3D& out)
+//{
+// out.r = v[0]; out.g = v[1]; out.b = v[2];
+//}
+
+static void CopyValue(const glTF::vec4& v, aiColor4D& out)
+{
+ out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
+}
+
+static void CopyValue(const glTF::vec4& v, aiColor3D& out)
+{
+ out.r = v[0]; out.g = v[1]; out.b = v[2];
+}
+
+static void CopyValue(const glTF::vec3& v, aiVector3D& out)
+{
+ out.x = v[0]; out.y = v[1]; out.z = v[2];
+}
+
+static void CopyValue(const glTF::vec4& v, aiQuaternion& out)
+{
+ out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
+}
+
+static void CopyValue(const glTF::mat4& v, aiMatrix4x4& o)
+{
+ o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
+ o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
+ o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
+ o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
+}
+
+inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF::TexProperty prop, aiMaterial* mat,
+ aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx)
+{
+ if (prop.texture) {
+ if (prop.texture->source) {
+ aiString uri(prop.texture->source->uri);
+
+ int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
+ if (texIdx != -1) { // embedded
+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
+ uri.data[0] = '*';
+ uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
+ }
+
+ mat->AddProperty(&uri, _AI_MATKEY_TEXTURE_BASE, texType, 0);
+ }
+ }
+ else {
+ aiColor4D col;
+ CopyValue(prop.color, col);
+ if (col.r != 1.f || col.g != 1.f || col.b != 1.f || col.a != 1.f) {
+ mat->AddProperty(&col, 1, pKey, type, idx);
+ }
+ }
+}
+
+void glTFImporter::ImportMaterials(glTF::Asset& r)
+{
+ mScene->mNumMaterials = unsigned(r.materials.Size());
+ mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
+
+ for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
+ aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
+
+ Material& mat = r.materials[i];
+
+ /*if (!mat.name.empty())*/ {
+ aiString str(mat.id /*mat.name*/);
+ aimat->AddProperty(&str, AI_MATKEY_NAME);
+ }
+
+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
+ SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
+
+ if (mat.shininess > 0.f) {
+ aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
+ }
+ }
+
+ if (mScene->mNumMaterials == 0) {
+ mScene->mNumMaterials = 1;
+ mScene->mMaterials = new aiMaterial*[1];
+ mScene->mMaterials[0] = new aiMaterial();
+ }
+}
+
+
+static inline void SetFace(aiFace& face, int a)
+{
+ face.mNumIndices = 1;
+ face.mIndices = new unsigned int[1];
+ face.mIndices[0] = a;
+}
+
+static inline void SetFace(aiFace& face, int a, int b)
+{
+ face.mNumIndices = 2;
+ face.mIndices = new unsigned int[2];
+ face.mIndices[0] = a;
+ face.mIndices[1] = b;
+}
+
+static inline void SetFace(aiFace& face, int a, int b, int c)
+{
+ face.mNumIndices = 3;
+ face.mIndices = new unsigned int[3];
+ face.mIndices[0] = a;
+ face.mIndices[1] = b;
+ face.mIndices[2] = c;
+}
+
+static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
+{
+ for (unsigned i = 0; i < nFaces; ++i) {
+ for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
+ unsigned idx = faces[i].mIndices[j];
+ if (idx >= nVerts)
+ return false;
+ }
+ }
+ return true;
+}
+
+void glTFImporter::ImportMeshes(glTF::Asset& r)
+{
+ std::vector<aiMesh*> meshes;
+
+ unsigned int k = 0;
+
+ for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
+ Mesh& mesh = r.meshes[m];
+
+ meshOffsets.push_back(k);
+ k += unsigned(mesh.primitives.size());
+
+ for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
+ Mesh::Primitive& prim = mesh.primitives[p];
+
+ aiMesh* aim = new aiMesh();
+ meshes.push_back(aim);
+
+ aim->mName = mesh.id;
+ if (mesh.primitives.size() > 1) {
+ size_t& len = aim->mName.length;
+ aim->mName.data[len] = '-';
+ len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
+ }
+
+ switch (prim.mode) {
+ case PrimitiveMode_POINTS:
+ aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+
+ case PrimitiveMode_LINES:
+ case PrimitiveMode_LINE_LOOP:
+ case PrimitiveMode_LINE_STRIP:
+ aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+
+ case PrimitiveMode_TRIANGLES:
+ case PrimitiveMode_TRIANGLE_STRIP:
+ case PrimitiveMode_TRIANGLE_FAN:
+ aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ }
+
+ Mesh::Primitive::Attributes& attr = prim.attributes;
+ if (attr.position.size() > 0 && attr.position[0]) {
+ aim->mNumVertices = attr.position[0]->count;
+ attr.position[0]->ExtractData(aim->mVertices);
+ }
+
+ if (attr.normal.size() > 0 && attr.normal[0]) {
+ attr.normal[0]->ExtractData(aim->mNormals);
+ }
+
+ for (size_t tc = 0; tc < attr.texcoord.size() && tc <= AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
+ attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
+ aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
+
+ aiVector3D* values = aim->mTextureCoords[tc];
+ for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
+ values[i].y = 1 - values[i].y; // Flip Y coords
+ }
+ }
+
+
+ if (prim.indices) {
+ aiFace* faces = 0;
+ unsigned int nFaces = 0;
+
+ unsigned int count = prim.indices->count;
+
+ Accessor::Indexer data = prim.indices->GetIndexer();
+ ai_assert(data.IsValid());
+
+ switch (prim.mode) {
+ case PrimitiveMode_POINTS: {
+ nFaces = count;
+ faces = new aiFace[nFaces];
+ for (unsigned int i = 0; i < count; ++i) {
+ SetFace(faces[i], data.GetUInt(i));
+ }
+ break;
+ }
+
+ case PrimitiveMode_LINES: {
+ nFaces = count / 2;
+ faces = new aiFace[nFaces];
+ for (unsigned int i = 0; i < count; i += 2) {
+ SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
+ }
+ break;
+ }
+
+ case PrimitiveMode_LINE_LOOP:
+ case PrimitiveMode_LINE_STRIP: {
+ nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
+ faces = new aiFace[nFaces];
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
+ for (unsigned int i = 2; i < count; ++i) {
+ SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
+ }
+ if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
+ SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
+ }
+ break;
+ }
+
+ case PrimitiveMode_TRIANGLES: {
+ nFaces = count / 3;
+ faces = new aiFace[nFaces];
+ for (unsigned int i = 0; i < count; i += 3) {
+ SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
+ }
+ break;
+ }
+ case PrimitiveMode_TRIANGLE_STRIP: {
+ nFaces = count - 2;
+ faces = new aiFace[nFaces];
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+ for (unsigned int i = 3; i < count; ++i) {
+ SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
+ }
+ break;
+ }
+ case PrimitiveMode_TRIANGLE_FAN:
+ nFaces = count - 2;
+ faces = new aiFace[nFaces];
+ SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+ for (unsigned int i = 3; i < count; ++i) {
+ SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
+ }
+ break;
+ }
+
+ if (faces) {
+ aim->mFaces = faces;
+ aim->mNumFaces = nFaces;
+ ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
+ }
+ }
+
+
+ if (prim.material) {
+ aim->mMaterialIndex = prim.material.GetIndex();
+ }
+ }
+ }
+
+ meshOffsets.push_back(k);
+
+ CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
+}
+
+void glTFImporter::ImportCameras(glTF::Asset& r)
+{
+ if (!r.cameras.Size()) return;
+
+ mScene->mNumCameras = r.cameras.Size();
+ mScene->mCameras = new aiCamera*[r.cameras.Size()];
+
+ for (size_t i = 0; i < r.cameras.Size(); ++i) {
+ Camera& cam = r.cameras[i];
+
+ aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
+
+ if (cam.type == Camera::Perspective) {
+
+ aicam->mAspect = cam.perspective.aspectRatio;
+ aicam->mHorizontalFOV = cam.perspective.yfov * aicam->mAspect;
+ aicam->mClipPlaneFar = cam.perspective.zfar;
+ aicam->mClipPlaneNear = cam.perspective.znear;
+ }
+ else {
+ // assimp does not support orthographic cameras
+ }
+ }
+}
+
+void glTFImporter::ImportLights(glTF::Asset& r)
+{
+ if (!r.lights.Size()) return;
+
+ mScene->mNumLights = r.lights.Size();
+ mScene->mLights = new aiLight*[r.lights.Size()];
+
+ for (size_t i = 0; i < r.lights.Size(); ++i) {
+ Light& l = r.lights[i];
+
+ aiLight* ail = mScene->mLights[i] = new aiLight();
+
+ switch (l.type) {
+ case Light::Type_directional:
+ ail->mType = aiLightSource_DIRECTIONAL; break;
+
+ case Light::Type_spot:
+ ail->mType = aiLightSource_SPOT; break;
+
+ case Light::Type_ambient:
+ ail->mType = aiLightSource_AMBIENT; break;
+
+ default: // Light::Type_point
+ ail->mType = aiLightSource_POINT; break;
+ }
+
+ CopyValue(l.color, ail->mColorAmbient);
+ CopyValue(l.color, ail->mColorDiffuse);
+ CopyValue(l.color, ail->mColorSpecular);
+
+ ail->mAngleOuterCone = l.falloffAngle;
+ ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
+
+ ail->mAttenuationConstant = l.constantAttenuation;
+ ail->mAttenuationLinear = l.linearAttenuation;
+ ail->mAttenuationQuadratic = l.quadraticAttenuation;
+ }
+}
+
+
+aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
+{
+ Node& node = *ptr;
+
+ aiNode* ainode = new aiNode(node.id);
+
+ if (!node.children.empty()) {
+ ainode->mNumChildren = unsigned(node.children.size());
+ ainode->mChildren = new aiNode*[ainode->mNumChildren];
+
+ for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
+ aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
+ child->mParent = ainode;
+ ainode->mChildren[i] = child;
+ }
+ }
+
+ aiMatrix4x4& matrix = ainode->mTransformation;
+ if (node.matrix.isPresent) {
+ CopyValue(node.matrix.value, matrix);
+ }
+ else {
+ if (node.translation.isPresent) {
+ aiVector3D trans;
+ CopyValue(node.translation.value, trans);
+ aiMatrix4x4 t;
+ aiMatrix4x4::Translation(trans, t);
+ matrix = t * matrix;
+ }
+
+ if (node.scale.isPresent) {
+ aiVector3D scal(1.f);
+ CopyValue(node.scale.value, scal);
+ aiMatrix4x4 s;
+ aiMatrix4x4::Scaling(scal, s);
+ matrix = s * matrix;
+ }
+
+
+ if (node.rotation.isPresent) {
+ aiQuaternion rot;
+ CopyValue(node.rotation.value, rot);
+ matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
+ }
+ }
+
+ if (!node.meshes.empty()) {
+ int count = 0;
+ for (size_t i = 0; i < node.meshes.size(); ++i) {
+ int idx = node.meshes[i].GetIndex();
+ count += meshOffsets[idx + 1] - meshOffsets[idx];
+ }
+
+ ainode->mNumMeshes = count;
+ ainode->mMeshes = new unsigned int[count];
+
+ int k = 0;
+ for (size_t i = 0; i < node.meshes.size(); ++i) {
+ int idx = node.meshes[i].GetIndex();
+ for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
+ ainode->mMeshes[k] = j;
+ }
+ }
+ }
+
+ if (node.camera) {
+ pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
+ }
+
+ if (node.light) {
+ pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
+ }
+
+ return ainode;
+}
+
+void glTFImporter::ImportNodes(glTF::Asset& r)
+{
+ if (!r.scene) return;
+
+ std::vector< Ref<Node> > rootNodes = r.scene->nodes;
+
+ // The root nodes
+ unsigned int numRootNodes = unsigned(rootNodes.size());
+ if (numRootNodes == 1) { // a single root node: use it
+ mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
+ }
+ else if (numRootNodes > 1) { // more than one root node: create a fake root
+ aiNode* root = new aiNode("ROOT");
+ root->mChildren = new aiNode*[numRootNodes];
+ for (unsigned int i = 0; i < numRootNodes; ++i) {
+ aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
+ node->mParent = root;
+ root->mChildren[root->mNumChildren++] = node;
+ }
+ mScene->mRootNode = root;
+ }
+
+ //if (!mScene->mRootNode) {
+ // mScene->mRootNode = new aiNode("EMPTY");
+ //}
+}
+
+void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
+{
+ embeddedTexIdxs.resize(r.images.Size(), -1);
+
+ int numEmbeddedTexs = 0;
+ for (size_t i = 0; i < r.images.Size(); ++i) {
+ if (r.images[i].HasData())
+ numEmbeddedTexs += 1;
+ }
+
+ if (numEmbeddedTexs == 0)
+ return;
+
+ mScene->mTextures = new aiTexture*[numEmbeddedTexs];
+
+ // Add the embedded textures
+ for (size_t i = 0; i < r.images.Size(); ++i) {
+ Image img = r.images[i];
+ if (!img.HasData()) continue;
+
+ int idx = mScene->mNumTextures++;
+ embeddedTexIdxs[i] = idx;
+
+ aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
+
+ size_t length = img.GetDataLength();
+ void* data = img.StealData();
+
+ tex->mWidth = static_cast<unsigned int>(length);
+ tex->mHeight = 0;
+ tex->pcData = reinterpret_cast<aiTexel*>(data);
+
+ if (!img.mimeType.empty()) {
+ const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
+ if (ext) {
+ if (strcmp(ext, "jpeg") == 0) ext = "jpg";
+
+ size_t len = strlen(ext);
+ if (len <= 3) {
+ strcpy(tex->achFormatHint, ext);
+ }
+ }
+ }
+ }
+}
+
+void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
+
+ this->mScene = pScene;
+
+ // read the asset file
+ glTF::Asset asset(pIOHandler);
+ asset.Load(pFile, GetExtension(pFile) == "glb");
+
+
+ //
+ // Copy the data out
+ //
+
+ ImportEmbeddedTextures(asset);
+ ImportMaterials(asset);
+
+ ImportMeshes(asset);
+
+ ImportCameras(asset);
+ ImportLights(asset);
+
+ ImportNodes(asset);
+
+ // TODO: it does not split the loaded vertices, should it?
+ //pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ Assimp::MakeVerboseFormatProcess process;
+ process.Execute(pScene);
+
+
+ if (pScene->mNumMeshes == 0) {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+}
+
+#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
+