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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/glTF/glTFImporter.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/glTF/glTFImporter.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/glTF/glTFImporter.cpp725
1 files changed, 725 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/glTF/glTFImporter.cpp b/src/mesh/assimp-master/code/AssetLib/glTF/glTFImporter.cpp
new file mode 100644
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--- /dev/null
+++ b/src/mesh/assimp-master/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