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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp')
-rw-r--r--libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp1542
1 files changed, 1542 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp b/libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp
new file mode 100644
index 0000000..ffd8d22
--- /dev/null
+++ b/libs/assimp/code/AssetLib/glTF2/glTF2Exporter.cpp
@@ -0,0 +1,1542 @@
+/*
+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.
+
+----------------------------------------------------------------------
+*/
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
+
+#include "AssetLib/glTF2/glTF2Exporter.h"
+#include "AssetLib/glTF2/glTF2AssetWriter.h"
+#include "PostProcessing/SplitLargeMeshes.h"
+
+#include <assimp/ByteSwapper.h>
+#include <assimp/Exceptional.h>
+#include <assimp/SceneCombiner.h>
+#include <assimp/StringComparison.h>
+#include <assimp/commonMetaData.h>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <assimp/version.h>
+#include <assimp/Exporter.hpp>
+#include <assimp/IOSystem.hpp>
+
+// Header files, standard library.
+#include <cinttypes>
+#include <limits>
+#include <memory>
+
+using namespace rapidjson;
+
+using namespace Assimp;
+using namespace glTF2;
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
+void ExportSceneGLTF2(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
+ // invoke the exporter
+ glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, false);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
+void ExportSceneGLB2(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
+ // invoke the exporter
+ glTF2Exporter exporter(pFile, pIOSystem, pScene, pProperties, true);
+}
+
+} // end of namespace Assimp
+
+glTF2Exporter::glTF2Exporter(const char *filename, IOSystem *pIOSystem, const aiScene *pScene,
+ const ExportProperties *pProperties, bool isBinary) :
+ mFilename(filename), mIOSystem(pIOSystem), mScene(pScene), mProperties(pProperties), mAsset(new Asset(pIOSystem)) {
+ // Always on as our triangulation process is aware of this type of encoding
+ mAsset->extensionsUsed.FB_ngon_encoding = true;
+
+ if (isBinary) {
+ mAsset->SetAsBinary();
+ }
+
+ ExportMetadata();
+
+ ExportMaterials();
+
+ if (mScene->mRootNode) {
+ ExportNodeHierarchy(mScene->mRootNode);
+ }
+
+ ExportMeshes();
+ MergeMeshes();
+
+ ExportScene();
+
+ ExportAnimations();
+
+ // export extras
+ if (mProperties->HasPropertyCallback("extras")) {
+ std::function<void *(void *)> ExportExtras = mProperties->GetPropertyCallback("extras");
+ mAsset->extras = (rapidjson::Value *)ExportExtras(0);
+ }
+
+ AssetWriter writer(*mAsset);
+
+ if (isBinary) {
+ writer.WriteGLBFile(filename);
+ } else {
+ writer.WriteFile(filename);
+ }
+}
+
+glTF2Exporter::~glTF2Exporter() {
+ // empty
+}
+
+/*
+ * 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, 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) {
+ memcpy(&o, &v, sizeof(aiMatrix4x4));
+}
+
+static void IdentityMatrix4(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;
+}
+
+static bool IsBoneWeightFitted(vec4 &weight) {
+ return weight[0] + weight[1] + weight[2] + weight[3] >= 1.f;
+}
+
+static int FitBoneWeight(vec4 &weight, float value) {
+ int i = 0;
+ for (; i < 4; ++i) {
+ if (weight[i] < value) {
+ weight[i] = value;
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+template <typename T>
+void SetAccessorRange(Ref<Accessor> acc, void *data, size_t count,
+ unsigned int numCompsIn, unsigned int numCompsOut) {
+ ai_assert(numCompsOut <= numCompsIn);
+
+ // Allocate and initialize with large values.
+ for (unsigned int i = 0; i < numCompsOut; i++) {
+ acc->min.push_back(std::numeric_limits<double>::max());
+ acc->max.push_back(-std::numeric_limits<double>::max());
+ }
+
+ size_t totalComps = count * numCompsIn;
+ T *buffer_ptr = static_cast<T *>(data);
+ T *buffer_end = buffer_ptr + totalComps;
+
+ // Search and set extreme values.
+ for (; buffer_ptr < buffer_end; buffer_ptr += numCompsIn) {
+ for (unsigned int j = 0; j < numCompsOut; j++) {
+ double valueTmp = buffer_ptr[j];
+
+ // Gracefully tolerate rogue NaN's in buffer data
+ // Any NaNs/Infs introduced in accessor bounds will end up in
+ // document and prevent rapidjson from writing out valid JSON
+ if (!std::isfinite(valueTmp)) {
+ continue;
+ }
+
+ if (valueTmp < acc->min[j]) {
+ acc->min[j] = valueTmp;
+ }
+ if (valueTmp > acc->max[j]) {
+ acc->max[j] = valueTmp;
+ }
+ }
+ }
+}
+
+inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void *data,
+ size_t count, unsigned int numCompsIn, unsigned int numCompsOut) {
+ switch (compType) {
+ case ComponentType_SHORT:
+ SetAccessorRange<short>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ case ComponentType_UNSIGNED_SHORT:
+ SetAccessorRange<unsigned short>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ case ComponentType_UNSIGNED_INT:
+ SetAccessorRange<unsigned int>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ case ComponentType_FLOAT:
+ SetAccessorRange<float>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ case ComponentType_BYTE:
+ SetAccessorRange<int8_t>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ case ComponentType_UNSIGNED_BYTE:
+ SetAccessorRange<uint8_t>(acc, data, count, numCompsIn, numCompsOut);
+ return;
+ }
+}
+
+// compute the (data-dataBase), store the non-zero data items
+template <typename T>
+size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&outputNZDiff, void *&outputNZIdx) {
+ std::vector<T> vNZDiff;
+ std::vector<unsigned short> vNZIdx;
+ size_t totalComps = count * numCompsIn;
+ T *bufferData_ptr = static_cast<T *>(data);
+ T *bufferData_end = bufferData_ptr + totalComps;
+ T *bufferBase_ptr = static_cast<T *>(dataBase);
+
+ // Search and set extreme values.
+ for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
+ bool bNonZero = false;
+
+ //for the data, check any component Non Zero
+ for (unsigned int j = 0; j < numCompsOut; j++) {
+ double valueData = bufferData_ptr[j];
+ double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
+ if ((valueData - valueBase) != 0) {
+ bNonZero = true;
+ break;
+ }
+ }
+
+ //all zeros, continue
+ if (!bNonZero)
+ continue;
+
+ //non zero, store the data
+ for (unsigned int j = 0; j < numCompsOut; j++) {
+ T valueData = bufferData_ptr[j];
+ T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
+ vNZDiff.push_back(valueData - valueBase);
+ }
+ vNZIdx.push_back(idx);
+ }
+
+ //avoid all-0, put 1 item
+ if (vNZDiff.size() == 0) {
+ for (unsigned int j = 0; j < numCompsOut; j++)
+ vNZDiff.push_back(0);
+ vNZIdx.push_back(0);
+ }
+
+ //process data
+ outputNZDiff = new T[vNZDiff.size()];
+ memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));
+
+ outputNZIdx = new unsigned short[vNZIdx.size()];
+ memcpy(outputNZIdx, vNZIdx.data(), vNZIdx.size() * sizeof(unsigned short));
+ return vNZIdx.size();
+}
+
+inline size_t NZDiff(ComponentType compType, void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&nzDiff, void *&nzIdx) {
+ switch (compType) {
+ case ComponentType_SHORT:
+ return NZDiff<short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ case ComponentType_UNSIGNED_SHORT:
+ return NZDiff<unsigned short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ case ComponentType_UNSIGNED_INT:
+ return NZDiff<unsigned int>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ case ComponentType_FLOAT:
+ return NZDiff<float>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ case ComponentType_BYTE:
+ return NZDiff<int8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ case ComponentType_UNSIGNED_BYTE:
+ return NZDiff<uint8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ }
+ return 0;
+}
+
+inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
+ size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE, void *dataBase = 0) {
+ if (!count || !data) {
+ return Ref<Accessor>();
+ }
+
+ unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
+ unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
+ unsigned int bytesPerComp = ComponentTypeSize(compType);
+
+ // accessor
+ Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
+
+ // if there is a basic data vector
+ if (dataBase) {
+ size_t base_offset = buffer->byteLength;
+ size_t base_padding = base_offset % bytesPerComp;
+ base_offset += base_padding;
+ size_t base_length = count * numCompsOut * bytesPerComp;
+ buffer->Grow(base_length + base_padding);
+
+ Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
+ bv->buffer = buffer;
+ bv->byteOffset = base_offset;
+ bv->byteLength = base_length; //! The target that the WebGL buffer should be bound to.
+ bv->byteStride = 0;
+ bv->target = target;
+ acc->bufferView = bv;
+ acc->WriteData(count, dataBase, numCompsIn * bytesPerComp);
+ }
+ acc->byteOffset = 0;
+ acc->componentType = compType;
+ acc->count = count;
+ acc->type = typeOut;
+
+ if (data) {
+ void *nzDiff = 0, *nzIdx = 0;
+ size_t nzCount = NZDiff(compType, data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
+ acc->sparse.reset(new Accessor::Sparse);
+ acc->sparse->count = nzCount;
+
+ //indices
+ unsigned int bytesPerIdx = sizeof(unsigned short);
+ size_t indices_offset = buffer->byteLength;
+ size_t indices_padding = indices_offset % bytesPerIdx;
+ indices_offset += indices_padding;
+ size_t indices_length = nzCount * 1 * bytesPerIdx;
+ buffer->Grow(indices_length + indices_padding);
+
+ Ref<BufferView> indicesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
+ indicesBV->buffer = buffer;
+ indicesBV->byteOffset = indices_offset;
+ indicesBV->byteLength = indices_length;
+ indicesBV->byteStride = 0;
+ acc->sparse->indices = indicesBV;
+ acc->sparse->indicesType = ComponentType_UNSIGNED_SHORT;
+ acc->sparse->indicesByteOffset = 0;
+ acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);
+
+ //values
+ size_t values_offset = buffer->byteLength;
+ size_t values_padding = values_offset % bytesPerComp;
+ values_offset += values_padding;
+ size_t values_length = nzCount * numCompsOut * bytesPerComp;
+ buffer->Grow(values_length + values_padding);
+
+ Ref<BufferView> valuesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
+ valuesBV->buffer = buffer;
+ valuesBV->byteOffset = values_offset;
+ valuesBV->byteLength = values_length;
+ valuesBV->byteStride = 0;
+ acc->sparse->values = valuesBV;
+ acc->sparse->valuesByteOffset = 0;
+ acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);
+
+ //clear
+ delete[](char *) nzDiff;
+ delete[](char *) nzIdx;
+ }
+ return acc;
+}
+inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
+ size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) {
+ 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 = offset;
+ bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
+ bv->byteStride = 0;
+ bv->target = target;
+
+ // accessor
+ Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
+ acc->bufferView = bv;
+ acc->byteOffset = 0;
+ acc->componentType = compType;
+ acc->count = count;
+ acc->type = typeOut;
+
+ // calculate min and max values
+ SetAccessorRange(compType, acc, data, count, numCompsIn, numCompsOut);
+
+ // copy the data
+ acc->WriteData(count, data, numCompsIn * bytesPerComp);
+
+ return acc;
+}
+
+inline void SetSamplerWrap(SamplerWrap &wrap, aiTextureMapMode map) {
+ switch (map) {
+ case aiTextureMapMode_Clamp:
+ wrap = SamplerWrap::Clamp_To_Edge;
+ break;
+ case aiTextureMapMode_Mirror:
+ wrap = SamplerWrap::Mirrored_Repeat;
+ break;
+ case aiTextureMapMode_Wrap:
+ case aiTextureMapMode_Decal:
+ default:
+ wrap = SamplerWrap::Repeat;
+ break;
+ };
+}
+
+void glTF2Exporter::GetTexSampler(const aiMaterial &mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot) {
+ aiString aId;
+ std::string id;
+ if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
+ id = aId.C_Str();
+ }
+
+ if (Ref<Sampler> ref = mAsset->samplers.Get(id.c_str())) {
+ texture->sampler = ref;
+ } else {
+ id = mAsset->FindUniqueID(id, "sampler");
+
+ texture->sampler = mAsset->samplers.Create(id.c_str());
+
+ aiTextureMapMode mapU, mapV;
+ SamplerMagFilter filterMag;
+ SamplerMinFilter filterMin;
+
+ if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int *)&mapU) == AI_SUCCESS) {
+ SetSamplerWrap(texture->sampler->wrapS, mapU);
+ }
+
+ if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int *)&mapV) == AI_SUCCESS) {
+ SetSamplerWrap(texture->sampler->wrapT, mapV);
+ }
+
+ if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int *)&filterMag) == AI_SUCCESS) {
+ texture->sampler->magFilter = filterMag;
+ }
+
+ if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int *)&filterMin) == AI_SUCCESS) {
+ texture->sampler->minFilter = filterMin;
+ }
+
+ aiString name;
+ if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
+ texture->sampler->name = name.C_Str();
+ }
+ }
+}
+
+void glTF2Exporter::GetMatTexProp(const aiMaterial &mat, unsigned int &prop, const char *propName, aiTextureType tt, unsigned int slot) {
+ std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
+
+ mat.Get(textureKey.c_str(), tt, slot, prop);
+}
+
+void glTF2Exporter::GetMatTexProp(const aiMaterial &mat, float &prop, const char *propName, aiTextureType tt, unsigned int slot) {
+ std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
+
+ mat.Get(textureKey.c_str(), tt, slot, prop);
+}
+
+void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot = 0) {
+ if (mat.GetTextureCount(tt) == 0) {
+ return;
+ }
+
+ aiString tex;
+
+ // Read texcoord (UV map index)
+ mat.Get(AI_MATKEY_UVWSRC(tt, slot), texCoord);
+
+ if (mat.Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
+ std::string path = tex.C_Str();
+
+ if (path.size() > 0) {
+ std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
+ if (it != mTexturesByPath.end()) {
+ texture = mAsset->textures.Get(it->second);
+ }
+
+ bool useBasisUniversal = false;
+ if (!texture) {
+ std::string texId = mAsset->FindUniqueID("", "texture");
+ texture = mAsset->textures.Create(texId);
+ mTexturesByPath[path] = texture.GetIndex();
+
+ std::string imgId = mAsset->FindUniqueID("", "image");
+ texture->source = mAsset->images.Create(imgId);
+
+ const aiTexture *curTex = mScene->GetEmbeddedTexture(path.c_str());
+ if (curTex != nullptr) { // embedded
+ texture->source->name = curTex->mFilename.C_Str();
+
+ //basisu: embedded ktx2, bu
+ if (curTex->achFormatHint[0]) {
+ std::string mimeType = "image/";
+ if (memcmp(curTex->achFormatHint, "jpg", 3) == 0)
+ mimeType += "jpeg";
+ else if (memcmp(curTex->achFormatHint, "ktx", 3) == 0) {
+ useBasisUniversal = true;
+ mimeType += "ktx";
+ } else if (memcmp(curTex->achFormatHint, "kx2", 3) == 0) {
+ useBasisUniversal = true;
+ mimeType += "ktx2";
+ } else if (memcmp(curTex->achFormatHint, "bu", 2) == 0) {
+ useBasisUniversal = true;
+ mimeType += "basis";
+ } else
+ mimeType += curTex->achFormatHint;
+ texture->source->mimeType = mimeType;
+ }
+
+ // The asset has its own buffer, see Image::SetData
+ //basisu: "image/ktx2", "image/basis" as is
+ texture->source->SetData(reinterpret_cast<uint8_t *>(curTex->pcData), curTex->mWidth, *mAsset);
+ } else {
+ texture->source->uri = path;
+ if (texture->source->uri.find(".ktx") != std::string::npos ||
+ texture->source->uri.find(".basis") != std::string::npos) {
+ useBasisUniversal = true;
+ }
+ }
+
+ //basisu
+ if (useBasisUniversal) {
+ mAsset->extensionsUsed.KHR_texture_basisu = true;
+ mAsset->extensionsRequired.KHR_texture_basisu = true;
+ }
+
+ GetTexSampler(mat, texture, tt, slot);
+ }
+ }
+ }
+}
+
+void glTF2Exporter::GetMatTex(const aiMaterial &mat, TextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
+ Ref<Texture> &texture = prop.texture;
+ GetMatTex(mat, texture, prop.texCoord, tt, slot);
+}
+
+void glTF2Exporter::GetMatTex(const aiMaterial &mat, NormalTextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
+ Ref<Texture> &texture = prop.texture;
+
+ GetMatTex(mat, texture, prop.texCoord, tt, slot);
+
+ if (texture) {
+ //GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
+ GetMatTexProp(mat, prop.scale, "scale", tt, slot);
+ }
+}
+
+void glTF2Exporter::GetMatTex(const aiMaterial &mat, OcclusionTextureInfo &prop, aiTextureType tt, unsigned int slot = 0) {
+ Ref<Texture> &texture = prop.texture;
+
+ GetMatTex(mat, texture, prop.texCoord, tt, slot);
+
+ if (texture) {
+ //GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
+ GetMatTexProp(mat, prop.strength, "strength", tt, slot);
+ }
+}
+
+aiReturn glTF2Exporter::GetMatColor(const aiMaterial &mat, vec4 &prop, const char *propName, int type, int idx) const {
+ aiColor4D col;
+ aiReturn result = mat.Get(propName, type, idx, col);
+
+ if (result == AI_SUCCESS) {
+ prop[0] = col.r;
+ prop[1] = col.g;
+ prop[2] = col.b;
+ prop[3] = col.a;
+ }
+
+ return result;
+}
+
+aiReturn glTF2Exporter::GetMatColor(const aiMaterial &mat, vec3 &prop, const char *propName, int type, int idx) const {
+ aiColor3D col;
+ aiReturn result = mat.Get(propName, type, idx, col);
+
+ if (result == AI_SUCCESS) {
+ prop[0] = col.r;
+ prop[1] = col.g;
+ prop[2] = col.b;
+ }
+
+ return result;
+}
+
+bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlossiness &pbrSG) {
+ bool result = false;
+ // If has Glossiness, a Specular Color or Specular Texture, use the KHR_materials_pbrSpecularGlossiness extension
+ // NOTE: This extension is being considered for deprecation (Dec 2020), may be replaced by KHR_material_specular
+
+ if (mat.Get(AI_MATKEY_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) == AI_SUCCESS) {
+ result = true;
+ } else {
+ // Don't have explicit glossiness, convert from pbr roughness or legacy shininess
+ float shininess;
+ if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, shininess) == AI_SUCCESS) {
+ pbrSG.glossinessFactor = 1.0f - shininess; // Extension defines this way
+ } else if (mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
+ pbrSG.glossinessFactor = shininess / 1000;
+ }
+ }
+
+ if (GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR) == AI_SUCCESS) {
+ result = true;
+ }
+ // Add any appropriate textures
+ GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
+
+ result = result || pbrSG.specularGlossinessTexture.texture;
+
+ if (result) {
+ // Likely to always have diffuse
+ GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
+ GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
+ }
+
+ return result;
+}
+
+bool glTF2Exporter::GetMatSheen(const aiMaterial &mat, glTF2::MaterialSheen &sheen) {
+ // Return true if got any valid Sheen properties or textures
+ if (GetMatColor(mat, sheen.sheenColorFactor, AI_MATKEY_SHEEN_COLOR_FACTOR) != aiReturn_SUCCESS) {
+ return false;
+ }
+
+ // Default Sheen color factor {0,0,0} disables Sheen, so do not export
+ if (sheen.sheenColorFactor == defaultSheenFactor) {
+ return false;
+ }
+
+ mat.Get(AI_MATKEY_SHEEN_ROUGHNESS_FACTOR, sheen.sheenRoughnessFactor);
+
+ GetMatTex(mat, sheen.sheenColorTexture, AI_MATKEY_SHEEN_COLOR_TEXTURE);
+ GetMatTex(mat, sheen.sheenRoughnessTexture, AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE);
+
+ return true;
+}
+
+bool glTF2Exporter::GetMatClearcoat(const aiMaterial &mat, glTF2::MaterialClearcoat &clearcoat) {
+ if (mat.Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat.clearcoatFactor) != aiReturn_SUCCESS) {
+ return false;
+ }
+
+ // Clearcoat factor of zero disables Clearcoat, so do not export
+ if (clearcoat.clearcoatFactor == 0.0f)
+ return false;
+
+ mat.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat.clearcoatRoughnessFactor);
+
+ GetMatTex(mat, clearcoat.clearcoatTexture, AI_MATKEY_CLEARCOAT_TEXTURE);
+ GetMatTex(mat, clearcoat.clearcoatRoughnessTexture, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE);
+ GetMatTex(mat, clearcoat.clearcoatNormalTexture, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE);
+
+ return true;
+}
+
+bool glTF2Exporter::GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission) {
+ bool result = mat.Get(AI_MATKEY_TRANSMISSION_FACTOR, transmission.transmissionFactor) == aiReturn_SUCCESS;
+ GetMatTex(mat, transmission.transmissionTexture, AI_MATKEY_TRANSMISSION_TEXTURE);
+ return result || transmission.transmissionTexture.texture;
+}
+
+bool glTF2Exporter::GetMatVolume(const aiMaterial &mat, glTF2::MaterialVolume &volume) {
+ bool result = mat.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, volume.thicknessFactor) != aiReturn_SUCCESS;
+
+ GetMatTex(mat, volume.thicknessTexture, AI_MATKEY_VOLUME_THICKNESS_TEXTURE);
+
+ result = result || mat.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, volume.attenuationDistance);
+ result = result || GetMatColor(mat, volume.attenuationColor, AI_MATKEY_VOLUME_ATTENUATION_COLOR) != aiReturn_SUCCESS;
+
+ // Valid if any of these properties are available
+ return result || volume.thicknessTexture.texture;
+}
+
+bool glTF2Exporter::GetMatIOR(const aiMaterial &mat, glTF2::MaterialIOR &ior) {
+ return mat.Get(AI_MATKEY_REFRACTI, ior.ior) == aiReturn_SUCCESS;
+}
+
+void glTF2Exporter::ExportMaterials() {
+ aiString aiName;
+ for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
+ ai_assert(mScene->mMaterials[i] != nullptr);
+
+ const aiMaterial &mat = *(mScene->mMaterials[i]);
+
+ std::string id = "material_" + ai_to_string(i);
+
+ Ref<Material> m = mAsset->materials.Create(id);
+
+ std::string name;
+ if (mat.Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
+ name = aiName.C_Str();
+ }
+ name = mAsset->FindUniqueID(name, "material");
+
+ m->name = name;
+
+ GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_BASE_COLOR);
+
+ if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
+ //if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
+ GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
+ }
+
+ GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
+
+ if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
+ // if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
+ //a fallback to any diffuse color should be used instead
+ GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
+ }
+
+ if (mat.Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
+ //if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
+ m->pbrMetallicRoughness.metallicFactor = 0;
+ }
+
+ // get roughness if source is gltf2 file
+ if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
+ // otherwise, try to derive and convert from specular + shininess values
+ aiColor4D specularColor;
+ ai_real shininess;
+
+ if (mat.Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS && mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
+ // convert specular color to luminance
+ float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
+ //normalize shininess (assuming max is 1000) with an inverse exponentional curve
+ float normalizedShininess = std::sqrt(shininess / 1000);
+
+ //clamp the shininess value between 0 and 1
+ normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
+ // low specular intensity values should produce a rough material even if shininess is high.
+ normalizedShininess = normalizedShininess * specularIntensity;
+
+ m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess;
+ }
+ }
+
+ GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS);
+ GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP);
+ GetMatTex(mat, m->emissiveTexture, aiTextureType_EMISSIVE);
+ GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE);
+
+ mat.Get(AI_MATKEY_TWOSIDED, m->doubleSided);
+ mat.Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
+
+ float opacity;
+ aiString alphaMode;
+
+ if (mat.Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
+ if (opacity < 1) {
+ m->alphaMode = "BLEND";
+ m->pbrMetallicRoughness.baseColorFactor[3] *= opacity;
+ }
+ }
+ if (mat.Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) {
+ m->alphaMode = alphaMode.C_Str();
+ }
+
+ {
+ // KHR_materials_pbrSpecularGlossiness extension
+ // NOTE: This extension is being considered for deprecation (Dec 2020)
+ PbrSpecularGlossiness pbrSG;
+ if (GetMatSpecGloss(mat, pbrSG)) {
+ mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
+ m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
+ }
+ }
+
+ // glTFv2 is either PBR or Unlit
+ aiShadingMode shadingMode = aiShadingMode_PBR_BRDF;
+ mat.Get(AI_MATKEY_SHADING_MODEL, shadingMode);
+ if (shadingMode == aiShadingMode_Unlit) {
+ mAsset->extensionsUsed.KHR_materials_unlit = true;
+ m->unlit = true;
+ } else {
+ // These extensions are not compatible with KHR_materials_unlit or KHR_materials_pbrSpecularGlossiness
+ if (!m->pbrSpecularGlossiness.isPresent) {
+ // Sheen
+ MaterialSheen sheen;
+ if (GetMatSheen(mat, sheen)) {
+ mAsset->extensionsUsed.KHR_materials_sheen = true;
+ m->materialSheen = Nullable<MaterialSheen>(sheen);
+ }
+
+ MaterialClearcoat clearcoat;
+ if (GetMatClearcoat(mat, clearcoat)) {
+ mAsset->extensionsUsed.KHR_materials_clearcoat = true;
+ m->materialClearcoat = Nullable<MaterialClearcoat>(clearcoat);
+ }
+
+ MaterialTransmission transmission;
+ if (GetMatTransmission(mat, transmission)) {
+ mAsset->extensionsUsed.KHR_materials_transmission = true;
+ m->materialTransmission = Nullable<MaterialTransmission>(transmission);
+ }
+
+ MaterialVolume volume;
+ if (GetMatVolume(mat, volume)) {
+ mAsset->extensionsUsed.KHR_materials_volume = true;
+ m->materialVolume = Nullable<MaterialVolume>(volume);
+ }
+
+ MaterialIOR ior;
+ if (GetMatIOR(mat, ior)) {
+ mAsset->extensionsUsed.KHR_materials_ior = true;
+ m->materialIOR = Nullable<MaterialIOR>(ior);
+ }
+ }
+ }
+ }
+}
+
+/*
+ * 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, const 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->name;
+
+ 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, which ideally sum up to 1
+ if (IsBoneWeightFitted(vertexWeightData[vertexId])) {
+ continue;
+ }
+ if (jointsPerVertex[vertexId] > 3) {
+ int boneIndexFitted = FitBoneWeight(vertexWeightData[vertexId], vertWeight);
+ if (boneIndexFitted != -1) {
+ vertexJointData[vertexId][boneIndexFitted] = static_cast<float>(jointNamesIndex);
+ }
+ }else {
+ 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) {
+ size_t offset = vertexJointAccessor->bufferView->byteOffset;
+ size_t bytesLen = vertexJointAccessor->bufferView->byteLength;
+ unsigned int s_bytesPerComp = ComponentTypeSize(ComponentType_UNSIGNED_SHORT);
+ unsigned int bytesPerComp = ComponentTypeSize(vertexJointAccessor->componentType);
+ size_t s_bytesLen = bytesLen * s_bytesPerComp / bytesPerComp;
+ Ref<Buffer> buf = vertexJointAccessor->bufferView->buffer;
+ uint8_t *arrys = new uint8_t[bytesLen];
+ unsigned int i = 0;
+ for (unsigned int j = 0; j < bytesLen; j += bytesPerComp) {
+ size_t len_p = offset + j;
+ float f_value = *(float *)&buf->GetPointer()[len_p];
+ unsigned short c = static_cast<unsigned short>(f_value);
+ memcpy(&arrys[i * s_bytesPerComp], &c, s_bytesPerComp);
+ ++i;
+ }
+ buf->ReplaceData_joint(offset, bytesLen, arrys, bytesLen);
+ vertexJointAccessor->componentType = ComponentType_UNSIGNED_SHORT;
+ vertexJointAccessor->bufferView->byteLength = s_bytesLen;
+
+ p.attributes.joint.push_back(vertexJointAccessor);
+ delete[] arrys;
+ }
+
+ 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 glTF2Exporter::ExportMeshes() {
+ typedef decltype(aiFace::mNumIndices) IndicesType;
+
+ 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];
+
+ std::string name = aim->mName.C_Str();
+
+ std::string meshId = mAsset->FindUniqueID(name, "mesh");
+ Ref<Mesh> m = mAsset->meshes.Create(meshId);
+ m->primitives.resize(1);
+ Mesh::Primitive &p = m->primitives.back();
+
+ m->name = name;
+
+ p.material = mAsset->materials.Get(aim->mMaterialIndex);
+ p.ngonEncoded = (aim->mPrimitiveTypes & aiPrimitiveType_NGONEncodingFlag) != 0;
+
+ /******************* Vertices ********************/
+ Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3,
+ AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
+ if (v) {
+ p.attributes.position.push_back(v);
+ }
+
+ /******************** Normals ********************/
+ // Normalize all normals as the validator can emit a warning otherwise
+ if (nullptr != aim->mNormals) {
+ for (auto i = 0u; i < aim->mNumVertices; ++i) {
+ aim->mNormals[i].NormalizeSafe();
+ }
+ }
+
+ Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3,
+ AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
+ if (n) {
+ p.attributes.normal.push_back(n);
+ }
+
+ /************** Texture coordinates **************/
+ for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (!aim->HasTextureCoords(i)) {
+ continue;
+ }
+
+ // 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;
+
+ Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i],
+ AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
+ if (tc) {
+ p.attributes.texcoord.push_back(tc);
+ }
+ }
+ }
+
+ /*************** Vertex colors ****************/
+ for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
+ Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel],
+ AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
+ if (c) {
+ p.attributes.color.push_back(c);
+ }
+ }
+
+ /*************** Vertices indices ****************/
+ 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] = IndicesType(aim->mFaces[i].mIndices[j]);
+ }
+ }
+
+ p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
+ ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
+ }
+
+ 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;
+ break;
+ }
+
+ /*************** Skins ****************/
+ if (aim->HasBones()) {
+ ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
+ }
+
+ /*************** Targets for blendshapes ****************/
+ if (aim->mNumAnimMeshes > 0) {
+ bool bUseSparse = this->mProperties->HasPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP") &&
+ this->mProperties->GetPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP");
+ bool bIncludeNormal = this->mProperties->HasPropertyBool("GLTF2_TARGET_NORMAL_EXP") &&
+ this->mProperties->GetPropertyBool("GLTF2_TARGET_NORMAL_EXP");
+ bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
+ this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
+
+ p.targets.resize(aim->mNumAnimMeshes);
+ for (unsigned int am = 0; am < aim->mNumAnimMeshes; ++am) {
+ aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
+ if (bExportTargetNames) {
+ m->targetNames.emplace_back(pAnimMesh->mName.data);
+ }
+ // position
+ if (pAnimMesh->HasPositions()) {
+ // NOTE: in gltf it is the diff stored
+ aiVector3D *pPositionDiff = new aiVector3D[pAnimMesh->mNumVertices];
+ for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
+ pPositionDiff[vt] = pAnimMesh->mVertices[vt] - aim->mVertices[vt];
+ }
+ Ref<Accessor> vec;
+ if (bUseSparse) {
+ vec = ExportDataSparse(*mAsset, meshId, b,
+ pAnimMesh->mNumVertices, pPositionDiff,
+ AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ } else {
+ vec = ExportData(*mAsset, meshId, b,
+ pAnimMesh->mNumVertices, pPositionDiff,
+ AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ }
+ if (vec) {
+ p.targets[am].position.push_back(vec);
+ }
+ delete[] pPositionDiff;
+ }
+
+ // normal
+ if (pAnimMesh->HasNormals() && bIncludeNormal) {
+ aiVector3D *pNormalDiff = new aiVector3D[pAnimMesh->mNumVertices];
+ for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
+ pNormalDiff[vt] = pAnimMesh->mNormals[vt] - aim->mNormals[vt];
+ }
+ Ref<Accessor> vec;
+ if (bUseSparse) {
+ vec = ExportDataSparse(*mAsset, meshId, b,
+ pAnimMesh->mNumVertices, pNormalDiff,
+ AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ } else {
+ vec = ExportData(*mAsset, meshId, b,
+ pAnimMesh->mNumVertices, pNormalDiff,
+ AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ }
+ if (vec) {
+ p.targets[am].normal.push_back(vec);
+ }
+ delete[] pNormalDiff;
+ }
+
+ // tangent?
+ }
+ }
+ }
+
+ //----------------------------------------
+ // Finish the skin
+ // Create the Accessor for skinRef->inverseBindMatrices
+ bool bAddCustomizedProperty = this->mProperties->HasPropertyBool("GLTF2_CUSTOMIZE_PROPERTY");
+ 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 = bAddCustomizedProperty;
+ IdentityMatrix4(skinRef->bindShapeMatrix.value);
+
+ // Find nodes that contain a mesh with bones and add "skeletons" and "skin" attributes to those nodes.
+ Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
+ Ref<Node> meshNode;
+ for (unsigned int meshIndex = 0; meshIndex < mAsset->meshes.Size(); ++meshIndex) {
+ Ref<Mesh> mesh = mAsset->meshes.Get(meshIndex);
+ bool hasBones = false;
+ for (unsigned int i = 0; i < mesh->primitives.size(); ++i) {
+ if (!mesh->primitives[i].attributes.weight.empty()) {
+ hasBones = true;
+ break;
+ }
+ }
+ if (!hasBones) {
+ continue;
+ }
+ std::string meshID = mesh->id;
+ FindMeshNode(rootNode, meshNode, meshID);
+ Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
+ if (bAddCustomizedProperty)
+ meshNode->skeletons.push_back(rootJoint);
+ meshNode->skin = skinRef;
+ }
+ delete[] invBindMatrixData;
+ }
+}
+
+// Merges a node's multiple meshes (with one primitive each) into one mesh with multiple primitives
+void glTF2Exporter::MergeMeshes() {
+ for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) {
+ Ref<Node> node = mAsset->nodes.Get(n);
+
+ unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size());
+
+ //skip if it's 1 or less meshes per node
+ if (nMeshes > 1) {
+ Ref<Mesh> firstMesh = node->meshes.at(0);
+
+ //loop backwards to allow easy removal of a mesh from a node once it's merged
+ for (unsigned int m = nMeshes - 1; m >= 1; --m) {
+ Ref<Mesh> mesh = node->meshes.at(m);
+
+ //append this mesh's primitives to the first mesh's primitives
+ firstMesh->primitives.insert(
+ firstMesh->primitives.end(),
+ mesh->primitives.begin(),
+ mesh->primitives.end());
+
+ //remove the mesh from the list of meshes
+ unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());
+
+ //find the presence of the removed mesh in other nodes
+ for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
+ Ref<Node> curNode = mAsset->nodes.Get(nn);
+
+ for (unsigned int mm = 0; mm < curNode->meshes.size(); ++mm) {
+ Ref<Mesh> &meshRef = curNode->meshes.at(mm);
+ unsigned int meshIndex = meshRef.GetIndex();
+
+ if (meshIndex == removedIndex) {
+ curNode->meshes.erase(curNode->meshes.begin() + mm);
+ } else if (meshIndex > removedIndex) {
+ Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
+
+ meshRef = newMeshRef;
+ }
+ }
+ }
+ }
+
+ //since we were looping backwards, reverse the order of merged primitives to their original order
+ std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
+ }
+ }
+}
+
+/*
+ * Export the root node of the node hierarchy.
+ * Calls ExportNode for all children.
+ */
+unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode *n) {
+ Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
+
+ node->name = n->mName.C_Str();
+
+ 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.emplace_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.emplace_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 glTF2Exporter::ExportNode(const aiNode *n, Ref<Node> &parent) {
+ std::string name = mAsset->FindUniqueID(n->mName.C_Str(), "node");
+ Ref<Node> node = mAsset->nodes.Create(name);
+
+ node->parent = parent;
+ node->name = name;
+
+ if (!n->mTransformation.IsIdentity()) {
+ if (mScene->mNumAnimations > 0 || (mProperties && mProperties->HasPropertyBool("GLTF2_NODE_IN_TRS"))) {
+ aiQuaternion quaternion;
+ n->mTransformation.Decompose(*reinterpret_cast<aiVector3D *>(&node->scale.value), quaternion, *reinterpret_cast<aiVector3D *>(&node->translation.value));
+
+ aiVector3D vector(static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f));
+ if (!reinterpret_cast<aiVector3D *>(&node->scale.value)->Equal(vector)) {
+ node->scale.isPresent = true;
+ }
+ if (!reinterpret_cast<aiVector3D *>(&node->translation.value)->Equal(vector)) {
+ node->translation.isPresent = true;
+ }
+ node->rotation.isPresent = true;
+ node->rotation.value[0] = quaternion.x;
+ node->rotation.value[1] = quaternion.y;
+ node->rotation.value[2] = quaternion.z;
+ node->rotation.value[3] = quaternion.w;
+ node->matrix.isPresent = false;
+ } else {
+ node->matrix.isPresent = true;
+ CopyValue(n->mTransformation, node->matrix.value);
+ }
+ }
+
+ for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
+ node->meshes.emplace_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.emplace_back(mAsset->nodes.Get(idx));
+ }
+
+ return node.GetIndex();
+}
+
+void glTF2Exporter::ExportScene() {
+ // Use the name of the scene if specified
+ const std::string sceneName = (mScene->mName.length > 0) ? mScene->mName.C_Str() : "defaultScene";
+
+ // Ensure unique
+ Ref<Scene> scene = mAsset->scenes.Create(mAsset->FindUniqueID(sceneName, ""));
+
+ // root node will be the first one exported (idx 0)
+ if (mAsset->nodes.Size() > 0) {
+ scene->nodes.emplace_back(mAsset->nodes.Get(0u));
+ }
+
+ // set as the default scene
+ mAsset->scene = scene;
+}
+
+void glTF2Exporter::ExportMetadata() {
+ AssetMetadata &asset = mAsset->asset;
+ asset.version = "2.0";
+
+ char buffer[256];
+ ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
+ aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
+
+ asset.generator = buffer;
+
+ // Copyright
+ aiString copyright_str;
+ if (mScene->mMetaData != nullptr && mScene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, copyright_str)) {
+ asset.copyright = copyright_str.C_Str();
+ }
+}
+
+inline Ref<Accessor> GetSamplerInputRef(Asset &asset, std::string &animId, Ref<Buffer> &buffer, std::vector<ai_real> &times) {
+ return ExportData(asset, animId, buffer, (unsigned int)times.size(), &times[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
+}
+
+inline void ExtractTranslationSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
+ const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
+
+ std::vector<ai_real> times(numKeyframes);
+ std::vector<ai_real> values(numKeyframes * 3);
+ for (unsigned int i = 0; i < numKeyframes; ++i) {
+ const aiVectorKey &key = nodeChannel->mPositionKeys[i];
+ // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
+ times[i] = static_cast<float>(key.mTime / ticksPerSecond);
+ values[(i * 3) + 0] = (ai_real) key.mValue.x;
+ values[(i * 3) + 1] = (ai_real) key.mValue.y;
+ values[(i * 3) + 2] = (ai_real) key.mValue.z;
+ }
+
+ sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
+ sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ sampler.interpolation = Interpolation_LINEAR;
+}
+
+inline void ExtractScaleSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
+ const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
+
+ std::vector<ai_real> times(numKeyframes);
+ std::vector<ai_real> values(numKeyframes * 3);
+ for (unsigned int i = 0; i < numKeyframes; ++i) {
+ const aiVectorKey &key = nodeChannel->mScalingKeys[i];
+ // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
+ times[i] = static_cast<float>(key.mTime / ticksPerSecond);
+ values[(i * 3) + 0] = (ai_real) key.mValue.x;
+ values[(i * 3) + 1] = (ai_real) key.mValue.y;
+ values[(i * 3) + 2] = (ai_real) key.mValue.z;
+ }
+
+ sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
+ sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ sampler.interpolation = Interpolation_LINEAR;
+}
+
+inline void ExtractRotationSampler(Asset &asset, std::string &animId, Ref<Buffer> &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler) {
+ const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
+
+ std::vector<ai_real> times(numKeyframes);
+ std::vector<ai_real> values(numKeyframes * 4);
+ for (unsigned int i = 0; i < numKeyframes; ++i) {
+ const aiQuatKey &key = nodeChannel->mRotationKeys[i];
+ // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
+ times[i] = static_cast<float>(key.mTime / ticksPerSecond);
+ values[(i * 4) + 0] = (ai_real) key.mValue.x;
+ values[(i * 4) + 1] = (ai_real) key.mValue.y;
+ values[(i * 4) + 2] = (ai_real) key.mValue.z;
+ values[(i * 4) + 3] = (ai_real) key.mValue.w;
+ }
+
+ sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
+ sampler.output = ExportData(asset, animId, buffer, numKeyframes, &values[0], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
+ sampler.interpolation = Interpolation_LINEAR;
+}
+
+static void AddSampler(Ref<Animation> &animRef, Ref<Node> &nodeRef, Animation::Sampler &sampler, AnimationPath path) {
+ Animation::Channel channel;
+ channel.sampler = static_cast<int>(animRef->samplers.size());
+ channel.target.path = path;
+ channel.target.node = nodeRef;
+ animRef->channels.push_back(channel);
+ animRef->samplers.push_back(sampler);
+}
+
+void glTF2Exporter::ExportAnimations() {
+ Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned(0));
+
+ for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
+ const aiAnimation *anim = mScene->mAnimations[i];
+ const float ticksPerSecond = static_cast<float>(anim->mTicksPerSecond);
+
+ std::string nameAnim = "anim";
+ if (anim->mName.length > 0) {
+ nameAnim = anim->mName.C_Str();
+ }
+ Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
+ animRef->name = nameAnim;
+
+ for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
+ const aiNodeAnim *nodeChannel = anim->mChannels[channelIndex];
+
+ std::string name = nameAnim + "_" + ai_to_string(channelIndex);
+ name = mAsset->FindUniqueID(name, "animation");
+
+ Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
+
+ if (nodeChannel->mNumPositionKeys > 0) {
+ Animation::Sampler translationSampler;
+ ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
+ AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
+ }
+
+ if (nodeChannel->mNumRotationKeys > 0) {
+ Animation::Sampler rotationSampler;
+ ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
+ AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
+ }
+
+ if (nodeChannel->mNumScalingKeys > 0) {
+ Animation::Sampler scaleSampler;
+ ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
+ AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
+ }
+ }
+ } // End: for-loop mNumAnimations
+}
+
+#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT