diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
commit | db81b925d776103326128bf629cbdda576a223e7 (patch) | |
tree | 58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/glTF/glTFImporter.cpp | |
parent | 55860037b14fb3893ba21cf2654c83d349cc1082 (diff) |
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/glTF/glTFImporter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/glTF/glTFImporter.cpp | 725 |
1 files changed, 725 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/glTF/glTFImporter.cpp b/libs/assimp/code/AssetLib/glTF/glTFImporter.cpp new file mode 100644 index 0000000..81db12e --- /dev/null +++ b/libs/assimp/code/AssetLib/glTF/glTFImporter.cpp @@ -0,0 +1,725 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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. + +---------------------------------------------------------------------- +*/ + +#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER) + +#include "AssetLib/glTF/glTFImporter.h" +#include "AssetLib/glTF/glTFAsset.h" +#if !defined(ASSIMP_BUILD_NO_EXPORT) +#include "AssetLib/glTF/glTFAssetWriter.h" +#endif +#include "PostProcessing/MakeVerboseFormat.h" + +#include <assimp/StringComparison.h> +#include <assimp/StringUtils.h> +#include <assimp/ai_assert.h> +#include <assimp/commonMetaData.h> +#include <assimp/importerdesc.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/Importer.hpp> + +#include <memory> + +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(nullptr) { + // empty +} + +glTFImporter::~glTFImporter() { + // empty +} + +const aiImporterDesc *glTFImporter::GetInfo() const { + return &desc; +} + +bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const { + glTF::Asset asset(pIOHandler); + try { + asset.Load(pFile, GetExtension(pFile) == "glb"); + std::string version = asset.asset.version; + return !version.empty() && version[0] == '1'; + } catch (...) { + return false; + } +} + +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); + 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.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT); + 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.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE); + + aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); + + if (mat.transparent && (mat.transparency != 1.0f)) { + aimat->AddProperty(&mat.transparency, 1, AI_MATKEY_OPACITY); + } + + if (mat.shininess > 0.f) { + aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS); + } + } + + if (mScene->mNumMaterials == 0) { + mScene->mNumMaterials = 1; + // Delete the array of length zero created above. + delete[] mScene->mMaterials; + 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; + meshOffsets.clear(); + + for (unsigned int m = 0; m < r.meshes.Size(); ++m) { + Mesh &mesh = r.meshes[m]; + + // Check if mesh extensions is used + if (mesh.Extension.size() > 0) { +#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC + for (Mesh::SExtension *cur_ext : mesh.Extension) { + if (cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC) { + // Limitations for meshes when using Open3DGC-compression. + // It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive? + // Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can + // point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression" + // is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives. + // Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem. + // Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor + // of primitive must point to one continuous region of the buffer. + if (mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed."); + + Mesh::SCompression_Open3DGC *o3dgc_ext = (Mesh::SCompression_Open3DGC *)cur_ext; + Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer); + + buf->EncodedRegion_SetCurrent(mesh.id); + } else + { + throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"", ai_to_string(cur_ext->Type), + "\"), only Open3DGC is supported."); + } + } +#endif + } // if(mesh.Extension.size() > 0) + + 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) { + ai_uint32 &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 + } + } + + aiFace *faces = 0; + unsigned int nFaces = 0; + + if (prim.indices) { + 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; + if (nFaces * 2 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); + count = nFaces * 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; + if (nFaces * 3 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped."); + count = nFaces * 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; + } + } else { // no indices provided so directly generate from counts + + // use the already determined count as it includes checks + unsigned int count = aim->mNumVertices; + + switch (prim.mode) { + case PrimitiveMode_POINTS: { + nFaces = count; + faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; ++i) { + SetFace(faces[i], i); + } + break; + } + + case PrimitiveMode_LINES: { + nFaces = count / 2; + if (nFaces * 2 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped."); + count = nFaces * 2; + } + faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 2) { + SetFace(faces[i / 2], i, 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], 0, 1); + for (unsigned int i = 2; i < count; ++i) { + SetFace(faces[i - 1], faces[i - 2].mIndices[1], 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; + if (nFaces * 3 != count) { + ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped."); + count = nFaces * 3; + } + faces = new aiFace[nFaces]; + for (unsigned int i = 0; i < count; i += 3) { + SetFace(faces[i / 3], i, i + 1, i + 2); + } + break; + } + case PrimitiveMode_TRIANGLE_STRIP: { + nFaces = count - 2; + faces = new aiFace[nFaces]; + SetFace(faces[0], 0, 1, 2); + for (unsigned int i = 3; i < count; ++i) { + SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i); + } + break; + } + case PrimitiveMode_TRIANGLE_FAN: + nFaces = count - 2; + faces = new aiFace[nFaces]; + SetFace(faces[0], 0, 1, 2); + for (unsigned int i = 3; i < count; ++i) { + SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i); + } + break; + } + } + + if (faces) { + aim->mFaces = faces; + aim->mNumFaces = nFaces; + const bool validRes = CheckValidFacesIndices(faces, nFaces, aim->mNumVertices); + if (!validRes) { + ai_assert(validRes); + ASSIMP_LOG_WARN("Invalid number of faces detected."); + } + } + + 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 == 0.f) ? 1.f : aicam->mAspect); + aicam->mClipPlaneFar = cam.perspective.zfar; + aicam->mClipPlaneNear = cam.perspective.znear; + } else { + aicam->mClipPlaneFar = cam.ortographic.zfar; + aicam->mClipPlaneNear = cam.ortographic.znear; + aicam->mHorizontalFOV = 0.0; + aicam->mAspect = 1.0f; + if (0.f != cam.ortographic.ymag) { + aicam->mAspect = cam.ortographic.xmag / cam.ortographic.ymag; + } + } + } +} + +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->mFilename = img.name; + 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::ImportCommonMetadata(glTF::Asset &a) { + ai_assert(mScene->mMetaData == nullptr); + const bool hasVersion = !a.asset.version.empty(); + const bool hasGenerator = !a.asset.generator.empty(); + const bool hasCopyright = !a.asset.copyright.empty(); + if (hasVersion || hasGenerator || hasCopyright) { + mScene->mMetaData = new aiMetadata; + if (hasVersion) { + mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version)); + } + if (hasGenerator) { + mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator)); + } + if (hasCopyright) { + mScene->mMetaData->Add(AI_METADATA_SOURCE_COPYRIGHT, aiString(a.asset.copyright)); + } + } +} + +void glTFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + // clean all member arrays + meshOffsets.clear(); + embeddedTexIdxs.clear(); + + 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); + ImportCommonMetadata(asset); + + if (pScene->mNumMeshes == 0) { + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } +} + +#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER |