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Diffstat (limited to 'src/3rdparty/assimp/code/glTFImporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/glTFImporter.cpp | 654 |
1 files changed, 654 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/code/glTFImporter.cpp b/src/3rdparty/assimp/code/glTFImporter.cpp new file mode 100644 index 000000000..6a6619b81 --- /dev/null +++ b/src/3rdparty/assimp/code/glTFImporter.cpp @@ -0,0 +1,654 @@ +/* +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 + |