diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp | 1637 |
1 files changed, 0 insertions, 1637 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp b/src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp deleted file mode 100644 index 1f4cafd..0000000 --- a/src/mesh/assimp-master/code/AssetLib/glTF2/glTF2Importer.cpp +++ /dev/null @@ -1,1637 +0,0 @@ -/* -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_GLTF2_IMPORTER) - -#include "AssetLib/glTF2/glTF2Importer.h" -#include "PostProcessing/MakeVerboseFormat.h" -#include "AssetLib/glTF2/glTF2Asset.h" - -#if !defined(ASSIMP_BUILD_NO_EXPORT) -#include "AssetLib/glTF2/glTF2AssetWriter.h" -#endif - -#include <assimp/CreateAnimMesh.h> -#include <assimp/StringComparison.h> -#include <assimp/StringUtils.h> -#include <assimp/ai_assert.h> -#include <assimp/importerdesc.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/Importer.hpp> -#include <assimp/commonMetaData.h> -#include <assimp/DefaultIOSystem.h> - -#include <memory> -#include <unordered_map> - -#include <rapidjson/document.h> -#include <rapidjson/rapidjson.h> - -using namespace Assimp; -using namespace glTF2; -using namespace glTFCommon; - -namespace { -// generate bi-tangents from normals and tangents according to spec -struct Tangent { - aiVector3D xyz; - ai_real w; -}; -} // namespace - -// -// glTF2Importer -// - -static const aiImporterDesc desc = { - "glTF2 Importer", - "", - "", - "", - aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental, - 0, - 0, - 0, - 0, - "gltf glb" -}; - -glTF2Importer::glTF2Importer() : - BaseImporter(), - meshOffsets(), - mEmbeddedTexIdxs(), - mScene(nullptr) { - // empty -} - -glTF2Importer::~glTF2Importer() { - // empty -} - -const aiImporterDesc *glTF2Importer::GetInfo() const { - return &desc; -} - -bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig ) const { - const std::string extension = GetExtension(filename); - if (!checkSig && (extension != "gltf") && (extension != "glb")) { - return false; - } - - if (pIOHandler) { - glTF2::Asset asset(pIOHandler); - return asset.CanRead(filename, extension == "glb"); - } - - return false; -} - -static inline aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) { - switch (gltfWrapMode) { - case SamplerWrap::Mirrored_Repeat: - return aiTextureMapMode_Mirror; - - case SamplerWrap::Clamp_To_Edge: - return aiTextureMapMode_Clamp; - - case SamplerWrap::UNSET: - case SamplerWrap::Repeat: - default: - return aiTextureMapMode_Wrap; - } -} - -static inline void SetMaterialColorProperty(Asset & /*r*/, vec4 &prop, aiMaterial *mat, - const char *pKey, unsigned int type, unsigned int idx) { - aiColor4D col; - CopyValue(prop, col); - mat->AddProperty(&col, 1, pKey, type, idx); -} - -static inline void SetMaterialColorProperty(Asset & /*r*/, vec3 &prop, aiMaterial *mat, - const char *pKey, unsigned int type, unsigned int idx) { - aiColor4D col; - glTFCommon::CopyValue(prop, col); - mat->AddProperty(&col, 1, pKey, type, idx); -} - -static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, - glTF2::TextureInfo prop, aiMaterial *mat, aiTextureType texType, - unsigned int texSlot = 0) { - if (prop.texture && 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(texType, texSlot)); - const int uvIndex = static_cast<int>(prop.texCoord); - mat->AddProperty(&uvIndex, 1, AI_MATKEY_UVWSRC(texType, texSlot)); - - if (prop.textureTransformSupported) { - aiUVTransform transform; - transform.mScaling.x = prop.TextureTransformExt_t.scale[0]; - transform.mScaling.y = prop.TextureTransformExt_t.scale[1]; - transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated - - // A change of coordinates is required to map glTF UV transformations into the space used by - // Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp - // rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the - // texture origin. All three can be corrected for solely by a change of the translation since - // the transformations available are shape preserving. Note the importer already flips the V - // coordinate of the actual meshes during import. - const ai_real rcos(cos(-transform.mRotation)); - const ai_real rsin(sin(-transform.mRotation)); - transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0]; - transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];; - - mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot); - } - - if (prop.texture->sampler) { - Ref<Sampler> sampler = prop.texture->sampler; - - aiString name(sampler->name); - aiString id(sampler->id); - - mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot)); - mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot)); - - aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS); - aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT); - mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot)); - mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot)); - - if (sampler->magFilter != SamplerMagFilter::UNSET) { - mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot)); - } - - if (sampler->minFilter != SamplerMinFilter::UNSET) { - mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot)); - } - } else { - // Use glTFv2 default sampler - const aiTextureMapMode default_wrap = aiTextureMapMode_Wrap; - mat->AddProperty(&default_wrap, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot)); - mat->AddProperty(&default_wrap, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot)); - } - } -} - -inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, - NormalTextureInfo &prop, aiMaterial *mat, aiTextureType texType, - unsigned int texSlot = 0) { - SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); - - if (prop.texture && prop.texture->source) { - mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot)); - } -} - -inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, - OcclusionTextureInfo &prop, aiMaterial *mat, aiTextureType texType, - unsigned int texSlot = 0) { - SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot); - - if (prop.texture && prop.texture->source) { - mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot)); - } -} - -static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) { - aiMaterial *aimat = new aiMaterial(); - - try { - if (!mat.name.empty()) { - aiString str(mat.name); - - aimat->AddProperty(&str, AI_MATKEY_NAME); - } - - // Set Assimp DIFFUSE and BASE COLOR to the pbrMetallicRoughness base color and texture for backwards compatibility - // Technically should not load any pbrMetallicRoughness if extensionsRequired contains KHR_materials_pbrSpecularGlossiness - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_BASE_COLOR); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); - - aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR); - aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR); - - float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor; - roughnessAsShininess *= roughnessAsShininess * 1000; - aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE); - SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE); - - aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); - aimat->AddProperty(&mat.pbrMetallicRoughness.baseColorFactor[3], 1, AI_MATKEY_OPACITY); - - aiString alphaMode(mat.alphaMode); - aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE); - aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF); - - //pbrSpecularGlossiness - if (mat.pbrSpecularGlossiness.isPresent) { - PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; - - SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR); - - float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f; - aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS); - aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLOSSINESS_FACTOR); - - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); - - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR); - } - - // glTFv2 is either PBR or Unlit - aiShadingMode shadingMode = aiShadingMode_PBR_BRDF; - if (mat.unlit) { - aimat->AddProperty(&mat.unlit, 1, "$mat.gltf.unlit", 0, 0); // TODO: Remove this property, it is kept for backwards compatibility with assimp 5.0.1 - shadingMode = aiShadingMode_Unlit; - } - - aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL); - - - // KHR_materials_sheen - if (mat.materialSheen.isPresent) { - MaterialSheen &sheen = mat.materialSheen.value; - // Default value {0,0,0} disables Sheen - if (std::memcmp(sheen.sheenColorFactor, defaultSheenFactor, sizeof(glTFCommon::vec3)) != 0) { - SetMaterialColorProperty(r, sheen.sheenColorFactor, aimat, AI_MATKEY_SHEEN_COLOR_FACTOR); - aimat->AddProperty(&sheen.sheenRoughnessFactor, 1, AI_MATKEY_SHEEN_ROUGHNESS_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_SHEEN_COLOR_TEXTURE); - SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE); - } - } - - // KHR_materials_clearcoat - if (mat.materialClearcoat.isPresent) { - MaterialClearcoat &clearcoat = mat.materialClearcoat.value; - // Default value 0.0 disables clearcoat - if (clearcoat.clearcoatFactor != 0.0f) { - aimat->AddProperty(&clearcoat.clearcoatFactor, 1, AI_MATKEY_CLEARCOAT_FACTOR); - aimat->AddProperty(&clearcoat.clearcoatRoughnessFactor, 1, AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatTexture, aimat, AI_MATKEY_CLEARCOAT_TEXTURE); - SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE); - SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE); - } - } - - // KHR_materials_transmission - if (mat.materialTransmission.isPresent) { - MaterialTransmission &transmission = mat.materialTransmission.value; - - aimat->AddProperty(&transmission.transmissionFactor, 1, AI_MATKEY_TRANSMISSION_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, transmission.transmissionTexture, aimat, AI_MATKEY_TRANSMISSION_TEXTURE); - } - - // KHR_materials_volume - if (mat.materialVolume.isPresent) { - MaterialVolume &volume = mat.materialVolume.value; - - aimat->AddProperty(&volume.thicknessFactor, 1, AI_MATKEY_VOLUME_THICKNESS_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, volume.thicknessTexture, aimat, AI_MATKEY_VOLUME_THICKNESS_TEXTURE); - aimat->AddProperty(&volume.attenuationDistance, 1, AI_MATKEY_VOLUME_ATTENUATION_DISTANCE); - SetMaterialColorProperty(r, volume.attenuationColor, aimat, AI_MATKEY_VOLUME_ATTENUATION_COLOR); - } - - // KHR_materials_ior - if (mat.materialIOR.isPresent) { - MaterialIOR &ior = mat.materialIOR.value; - - aimat->AddProperty(&ior.ior, 1, AI_MATKEY_REFRACTI); - } - - return aimat; - } catch (...) { - delete aimat; - throw; - } -} - -void glTF2Importer::ImportMaterials(Asset &r) { - const unsigned int numImportedMaterials = unsigned(r.materials.Size()); - ASSIMP_LOG_DEBUG("Importing ", numImportedMaterials, " materials"); - Material defaultMaterial; - - mScene->mNumMaterials = numImportedMaterials + 1; - mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; - std::fill(mScene->mMaterials, mScene->mMaterials + mScene->mNumMaterials, nullptr); - mScene->mMaterials[numImportedMaterials] = ImportMaterial(mEmbeddedTexIdxs, r, defaultMaterial); - - for (unsigned int i = 0; i < numImportedMaterials; ++i) { - mScene->mMaterials[i] = ImportMaterial(mEmbeddedTexIdxs, r, r.materials[i]); - } -} - -static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) { - if (a >= numVertices) { - return; - } - face->mNumIndices = 1; - face->mIndices = new unsigned int[1]; - face->mIndices[0] = a; - ++face; -} - -static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices, - unsigned int a, unsigned int b) { - if ((a >= numVertices) || (b >= numVertices)) { - return; - } - face->mNumIndices = 2; - face->mIndices = new unsigned int[2]; - face->mIndices[0] = a; - face->mIndices[1] = b; - ++face; -} - -static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a, - unsigned int b, unsigned int c) { - if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) { - return; - } - face->mNumIndices = 3; - face->mIndices = new unsigned int[3]; - face->mIndices[0] = a; - face->mIndices[1] = b; - face->mIndices[2] = c; - ++face; -} - -#ifdef ASSIMP_BUILD_DEBUG -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; -} -#endif // ASSIMP_BUILD_DEBUG - -template<typename T> -aiColor4D* GetVertexColorsForType(Ref<Accessor> input) { - constexpr float max = std::numeric_limits<T>::max(); - aiColor4t<T>* colors; - input->ExtractData(colors); - auto output = new aiColor4D[input->count]; - for (size_t i = 0; i < input->count; i++) { - output[i] = aiColor4D( - colors[i].r / max, colors[i].g / max, - colors[i].b / max, colors[i].a / max - ); - } - delete[] colors; - return output; -} - -void glTF2Importer::ImportMeshes(glTF2::Asset &r) { - ASSIMP_LOG_DEBUG("Importing ", r.meshes.Size(), " meshes"); - std::vector<std::unique_ptr<aiMesh>> meshes; - - unsigned int k = 0; - meshOffsets.clear(); - - for (unsigned int m = 0; m < r.meshes.Size(); ++m) { - Mesh &mesh = r.meshes[m]; - - meshOffsets.push_back(k); - k += unsigned(mesh.primitives.size()); - - for (unsigned int p = 0; p < mesh.primitives.size(); ++p) { - Mesh::Primitive &prim = mesh.primitives[p]; - - aiMesh *aim = new aiMesh(); - meshes.push_back(std::unique_ptr<aiMesh>(aim)); - - aim->mName = mesh.name.empty() ? mesh.id : mesh.name; - - 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.empty() && attr.position[0]) { - aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count); - attr.position[0]->ExtractData(aim->mVertices); - } - - if (!attr.normal.empty() && attr.normal[0]) { - if (attr.normal[0]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored."); - } else { - attr.normal[0]->ExtractData(aim->mNormals); - - // only extract tangents if normals are present - if (!attr.tangent.empty() && attr.tangent[0]) { - if (attr.tangent[0]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Tangent count in mesh \"", mesh.name, "\" does not match the vertex count, tangents ignored."); - } else { - // generate bitangents from normals and tangents according to spec - Tangent *tangents = nullptr; - - attr.tangent[0]->ExtractData(tangents); - - aim->mTangents = new aiVector3D[aim->mNumVertices]; - aim->mBitangents = new aiVector3D[aim->mNumVertices]; - - for (unsigned int i = 0; i < aim->mNumVertices; ++i) { - aim->mTangents[i] = tangents[i].xyz; - aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w; - } - - delete[] tangents; - } - } - } - } - - for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) { - if (attr.color[c]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name, - "\" does not match the vertex count"); - continue; - } - - auto componentType = attr.color[c]->componentType; - if (componentType == glTF2::ComponentType_FLOAT) { - attr.color[c]->ExtractData(aim->mColors[c]); - } else { - if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) { - aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]); - } else if (componentType == glTF2::ComponentType_UNSIGNED_SHORT) { - aim->mColors[c] = GetVertexColorsForType<unsigned short>(attr.color[c]); - } - } - } - for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) { - if (!attr.texcoord[tc]) { - DefaultLogger::get()->warn("Texture coordinate accessor not found or non-contiguous texture coordinate sets."); - continue; - } - - if (attr.texcoord[tc]->count != aim->mNumVertices) { - DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name, - "\" does not match the vertex count"); - continue; - } - - 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 - } - } - - std::vector<Mesh::Primitive::Target> &targets = prim.targets; - if (!targets.empty()) { - aim->mNumAnimMeshes = (unsigned int)targets.size(); - aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes]; - std::fill(aim->mAnimMeshes, aim->mAnimMeshes + aim->mNumAnimMeshes, nullptr); - for (size_t i = 0; i < targets.size(); i++) { - bool needPositions = targets[i].position.size() > 0; - bool needNormals = (targets[i].normal.size() > 0) && aim->HasNormals(); - bool needTangents = (targets[i].tangent.size() > 0) && aim->HasTangentsAndBitangents(); - // GLTF morph does not support colors and texCoords - aim->mAnimMeshes[i] = aiCreateAnimMesh(aim, - needPositions, needNormals, needTangents, false, false); - aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]); - Mesh::Primitive::Target &target = targets[i]; - - if (needPositions) { - if (target.position[0]->count != aim->mNumVertices) { - ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count"); - } else { - aiVector3D *positionDiff = nullptr; - target.position[0]->ExtractData(positionDiff); - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { - aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId]; - } - delete[] positionDiff; - } - } - if (needNormals) { - if (target.normal[0]->count != aim->mNumVertices) { - ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count"); - } else { - aiVector3D *normalDiff = nullptr; - target.normal[0]->ExtractData(normalDiff); - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) { - aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId]; - } - delete[] normalDiff; - } - } - if (needTangents) { - if (target.tangent[0]->count != aim->mNumVertices) { - ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count"); - } else { - Tangent *tangent = nullptr; - attr.tangent[0]->ExtractData(tangent); - - aiVector3D *tangentDiff = nullptr; - target.tangent[0]->ExtractData(tangentDiff); - - for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) { - tangent[vertexId].xyz += tangentDiff[vertexId]; - aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz; - aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w; - } - delete[] tangent; - delete[] tangentDiff; - } - } - if (mesh.weights.size() > i) { - aiAnimMesh.mWeight = mesh.weights[i]; - } - if (mesh.targetNames.size() > i) { - aiAnimMesh.mName = mesh.targetNames[i]; - } - } - } - - aiFace *faces = nullptr; - aiFace *facePtr = nullptr; - size_t nFaces = 0; - - if (prim.indices) { - size_t count = prim.indices->count; - - Accessor::Indexer data = prim.indices->GetIndexer(); - if (!data.IsValid()) { - throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name)); - } - - switch (prim.mode) { - case PrimitiveMode_POINTS: { - nFaces = count; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; ++i) { - SetFaceAndAdvance1(facePtr, aim->mNumVertices, 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; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 2) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, 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); - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1)); - for (unsigned int i = 2; i < count; ++i) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i)); - } - if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop - SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 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; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 3) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - break; - } - case PrimitiveMode_TRIANGLE_STRIP: { - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < nFaces; ++i) { - //The ordering is to ensure that the triangles are all drawn with the same orientation - if ((i + 1) % 2 == 0) { - //For even n, vertices n + 1, n, and n + 2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2)); - } else { - //For odd n, vertices n, n+1, and n+2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - } - break; - } - case PrimitiveMode_TRIANGLE_FAN: - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2)); - for (unsigned int i = 1; i < nFaces; ++i) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2)); - } - 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; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; ++i) { - SetFaceAndAdvance1(facePtr, aim->mNumVertices, 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 = (unsigned int)nFaces * 2; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 2) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, i, i + 1); - } - break; - } - - case PrimitiveMode_LINE_LOOP: - case PrimitiveMode_LINE_STRIP: { - nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0); - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance2(facePtr, aim->mNumVertices, 0, 1); - for (unsigned int i = 2; i < count; ++i) { - SetFaceAndAdvance2(facePtr, aim->mNumVertices, i - 1, i); - } - if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop - SetFaceAndAdvance2(facePtr, aim->mNumVertices, count - 1, 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 = (unsigned int)nFaces * 3; - } - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < count; i += 3) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); - } - break; - } - case PrimitiveMode_TRIANGLE_STRIP: { - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - for (unsigned int i = 0; i < nFaces; ++i) { - //The ordering is to ensure that the triangles are all drawn with the same orientation - if ((i + 1) % 2 == 0) { - //For even n, vertices n + 1, n, and n + 2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i + 1, i, i + 2); - } else { - //For odd n, vertices n, n+1, and n+2 define triangle n - SetFaceAndAdvance3(facePtr, aim->mNumVertices, i, i + 1, i + 2); - } - } - break; - } - case PrimitiveMode_TRIANGLE_FAN: - nFaces = count - 2; - facePtr = faces = new aiFace[nFaces]; - SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, 1, 2); - for (unsigned int i = 1; i < nFaces; ++i) { - SetFaceAndAdvance3(facePtr, aim->mNumVertices, 0, i + 1, i + 2); - } - break; - } - } - - if (faces) { - aim->mFaces = faces; - const unsigned int actualNumFaces = static_cast<unsigned int>(facePtr - faces); - if (actualNumFaces < nFaces) { - ASSIMP_LOG_WARN("Some faces had out-of-range indices. Those faces were dropped."); - } - if (actualNumFaces == 0) { - throw DeadlyImportError("Mesh \"", aim->mName.C_Str(), "\" has no faces"); - } - aim->mNumFaces = actualNumFaces; - ai_assert(CheckValidFacesIndices(faces, actualNumFaces, aim->mNumVertices)); - } - - if (prim.material) { - aim->mMaterialIndex = prim.material.GetIndex(); - } else { - aim->mMaterialIndex = mScene->mNumMaterials - 1; - } - } - } - - meshOffsets.push_back(k); - - CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes); -} - -void glTF2Importer::ImportCameras(glTF2::Asset &r) { - if (!r.cameras.Size()) { - return; - } - - const unsigned int numCameras = r.cameras.Size(); - ASSIMP_LOG_DEBUG("Importing ", numCameras, " cameras"); - mScene->mNumCameras = numCameras; - mScene->mCameras = new aiCamera *[numCameras]; - std::fill(mScene->mCameras, mScene->mCameras + numCameras, nullptr); - - for (size_t i = 0; i < numCameras; ++i) { - Camera &cam = r.cameras[i]; - - aiCamera *aicam = mScene->mCameras[i] = new aiCamera(); - - // cameras point in -Z by default, rest is specified in node transform - aicam->mLookAt = aiVector3D(0.f, 0.f, -1.f); - - if (cam.type == Camera::Perspective) { - aicam->mAspect = cam.cameraProperties.perspective.aspectRatio; - aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect); - aicam->mClipPlaneFar = cam.cameraProperties.perspective.zfar; - aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear; - } else { - aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar; - aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear; - aicam->mHorizontalFOV = 0.0; - aicam->mOrthographicWidth = cam.cameraProperties.ortographic.xmag; - aicam->mAspect = 1.0f; - if (0.f != cam.cameraProperties.ortographic.ymag) { - aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag; - } - } - } -} - -void glTF2Importer::ImportLights(glTF2::Asset &r) { - if (!r.lights.Size()) { - return; - } - - const unsigned int numLights = r.lights.Size(); - ASSIMP_LOG_DEBUG("Importing ", numLights, " lights"); - mScene->mNumLights = numLights; - mScene->mLights = new aiLight *[numLights]; - std::fill(mScene->mLights, mScene->mLights + numLights, nullptr); - - for (size_t i = 0; i < numLights; ++i) { - Light &light = r.lights[i]; - - aiLight *ail = mScene->mLights[i] = new aiLight(); - - switch (light.type) { - case Light::Directional: - ail->mType = aiLightSource_DIRECTIONAL; - break; - case Light::Point: - ail->mType = aiLightSource_POINT; - break; - case Light::Spot: - ail->mType = aiLightSource_SPOT; - break; - } - - if (ail->mType != aiLightSource_POINT) { - ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f); - ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f); - } - - vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity }; - CopyValue(colorWithIntensity, ail->mColorAmbient); - CopyValue(colorWithIntensity, ail->mColorDiffuse); - CopyValue(colorWithIntensity, ail->mColorSpecular); - - if (ail->mType == aiLightSource_DIRECTIONAL) { - ail->mAttenuationConstant = 1.0; - ail->mAttenuationLinear = 0.0; - ail->mAttenuationQuadratic = 0.0; - } else { - //in PBR attenuation is calculated using inverse square law which can be expressed - //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters - //this is correct equation for the case when range (see - //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual) - //is not present. When range is not present it is assumed that it is infinite and so numerator is 1. - //When range is present then numerator might be any value in range [0,1] and then assimps equation - //will not suffice. In this case range is added into metadata in ImportNode function - //and its up to implementation to read it when it wants to - ail->mAttenuationConstant = 0.0; - ail->mAttenuationLinear = 0.0; - ail->mAttenuationQuadratic = 1.0; - } - - if (ail->mType == aiLightSource_SPOT) { - ail->mAngleInnerCone = light.innerConeAngle; - ail->mAngleOuterCone = light.outerConeAngle; - } - } -} - -static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) { - if (node.matrix.isPresent) { - CopyValue(node.matrix.value, matrix); - return; - } - - if (node.translation.isPresent) { - aiVector3D trans; - CopyValue(node.translation.value, trans); - aiMatrix4x4 t; - aiMatrix4x4::Translation(trans, t); - matrix = matrix * t; - } - - if (node.rotation.isPresent) { - aiQuaternion rot; - CopyValue(node.rotation.value, rot); - matrix = matrix * aiMatrix4x4(rot.GetMatrix()); - } - - if (node.scale.isPresent) { - aiVector3D scal(1.f); - CopyValue(node.scale.value, scal); - aiMatrix4x4 s; - aiMatrix4x4::Scaling(scal, s); - matrix = matrix * s; - } -} - -static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map) { - Mesh::Primitive::Attributes &attr = primitive.attributes; - if (attr.weight.empty() || attr.joint.empty()) { - return; - } - if (attr.weight[0]->count != attr.joint[0]->count) { - return; - } - - size_t num_vertices = attr.weight[0]->count; - - struct Weights { - float values[4]; - }; - Weights *weights = nullptr; - attr.weight[0]->ExtractData(weights); - - struct Indices8 { - uint8_t values[4]; - }; - struct Indices16 { - uint16_t values[4]; - }; - Indices8 *indices8 = nullptr; - Indices16 *indices16 = nullptr; - if (attr.joint[0]->GetElementSize() == 4) { - attr.joint[0]->ExtractData(indices8); - } else { - attr.joint[0]->ExtractData(indices16); - } - // - if (nullptr == indices8 && nullptr == indices16) { - // Something went completely wrong! - ai_assert(false); - return; - } - - for (size_t i = 0; i < num_vertices; ++i) { - for (int j = 0; j < 4; ++j) { - const unsigned int bone = (indices8 != nullptr) ? indices8[i].values[j] : indices16[i].values[j]; - const float weight = weights[i].values[j]; - if (weight > 0 && bone < map.size()) { - map[bone].reserve(8); - map[bone].emplace_back(static_cast<unsigned int>(i), weight); - } - } - } - - delete[] weights; - delete[] indices8; - delete[] indices16; -} - -static std::string GetNodeName(const Node &node) { - return node.name.empty() ? node.id : node.name; -} - -void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) { - if (extension.mStringValue.isPresent) { - metadata->Add(extension.name, aiString(extension.mStringValue.value)); - } else if (extension.mDoubleValue.isPresent) { - metadata->Add(extension.name, extension.mDoubleValue.value); - } else if (extension.mUint64Value.isPresent) { - metadata->Add(extension.name, extension.mUint64Value.value); - } else if (extension.mInt64Value.isPresent) { - metadata->Add(extension.name, static_cast<int32_t>(extension.mInt64Value.value)); - } else if (extension.mBoolValue.isPresent) { - metadata->Add(extension.name, extension.mBoolValue.value); - } else if (extension.mValues.isPresent) { - aiMetadata val; - for (auto const & subExtension : extension.mValues.value) { - ParseExtensions(&val, subExtension); - } - metadata->Add(extension.name, val); - } -} - -void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) { - if (extension.mValues.isPresent) { - for (auto const & subExtension : extension.mValues.value) { - ParseExtensions(metadata, subExtension); - } - } -} - -aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &meshOffsets, glTF2::Ref<glTF2::Node> &ptr) { - Node &node = *ptr; - - aiNode *ainode = new aiNode(GetNodeName(node)); - - try { - if (!node.children.empty()) { - ainode->mNumChildren = unsigned(node.children.size()); - ainode->mChildren = new aiNode *[ainode->mNumChildren]; - std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr); - - 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; - } - } - - if (node.customExtensions || node.extras) { - ainode->mMetaData = new aiMetadata; - if (node.customExtensions) { - ParseExtensions(ainode->mMetaData, node.customExtensions); - } - if (node.extras) { - ParseExtras(ainode->mMetaData, node.extras); - } - } - - GetNodeTransform(ainode->mTransformation, node); - - if (!node.meshes.empty()) { - // GLTF files contain at most 1 mesh per node. - if (node.meshes.size() > 1) - { - throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(), - " meshes in ", getContextForErrorMessages(node.id, node.name), - ", but only 1 mesh per node allowed."); - } - int mesh_idx = node.meshes[0].GetIndex(); - int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx]; - - ainode->mNumMeshes = count; - ainode->mMeshes = new unsigned int[count]; - - if (node.skin) { - for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) { - aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo]; - unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size()); - - std::vector<std::vector<aiVertexWeight>> weighting(numBones); - BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting); - - mesh->mNumBones = static_cast<unsigned int>(numBones); - mesh->mBones = new aiBone *[mesh->mNumBones]; - std::fill(mesh->mBones, mesh->mBones + mesh->mNumBones, nullptr); - - // GLTF and Assimp choose to store bone weights differently. - // GLTF has each vertex specify which bones influence the vertex. - // Assimp has each bone specify which vertices it has influence over. - // To convert this data, we first read over the vertex data and pull - // out the bone-to-vertex mapping. Then, when creating the aiBones, - // we copy the bone-to-vertex mapping into the bone. This is unfortunate - // both because it's somewhat slow and because, for many applications, - // we then need to reconvert the data back into the vertex-to-bone - // mapping which makes things doubly-slow. - - mat4 *pbindMatrices = nullptr; - node.skin->inverseBindMatrices->ExtractData(pbindMatrices); - - for (uint32_t i = 0; i < numBones; ++i) { - const std::vector<aiVertexWeight> &weights = weighting[i]; - aiBone *bone = new aiBone(); - - Ref<Node> joint = node.skin->jointNames[i]; - if (!joint->name.empty()) { - bone->mName = joint->name; - } else { - // Assimp expects each bone to have a unique name. - static const std::string kDefaultName = "bone_"; - char postfix[10] = { 0 }; - ASSIMP_itoa10(postfix, i); - bone->mName = (kDefaultName + postfix); - } - GetNodeTransform(bone->mOffsetMatrix, *joint); - CopyValue(pbindMatrices[i], bone->mOffsetMatrix); - bone->mNumWeights = static_cast<uint32_t>(weights.size()); - - if (bone->mNumWeights > 0) { - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight)); - } else { - // Assimp expects all bones to have at least 1 weight. - bone->mWeights = new aiVertexWeight[1]; - bone->mNumWeights = 1; - bone->mWeights->mVertexId = 0; - bone->mWeights->mWeight = 0.f; - } - mesh->mBones[i] = bone; - } - - if (pbindMatrices) { - delete[] pbindMatrices; - } - } - } - - int k = 0; - for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) { - ainode->mMeshes[k] = j; - } - } - - if (node.camera) { - pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName; - if (node.translation.isPresent) { - aiVector3D trans; - CopyValue(node.translation.value, trans); - pScene->mCameras[node.camera.GetIndex()]->mPosition = trans; - } - } - - if (node.light) { - pScene->mLights[node.light.GetIndex()]->mName = ainode->mName; - - //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual - //it is added to meta data of parent node, because there is no other place to put it - if (node.light->range.isPresent) { - if (!ainode->mMetaData) { - ainode->mMetaData = aiMetadata::Alloc(1); - ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value); - } else { - ainode->mMetaData->Add("PBR_LightRange", node.light->range.value); - } - } - } - - return ainode; - } catch (...) { - delete ainode; - throw; - } -} - -void glTF2Importer::ImportNodes(glTF2::Asset &r) { - if (!r.scene) { - throw DeadlyImportError("GLTF: No scene"); - } - ASSIMP_LOG_DEBUG("Importing nodes"); - - 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 = mScene->mRootNode = new aiNode("ROOT"); - - root->mChildren = new aiNode *[numRootNodes]; - std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr); - - for (unsigned int i = 0; i < numRootNodes; ++i) { - aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]); - node->mParent = root; - root->mChildren[root->mNumChildren++] = node; - } - } else { - mScene->mRootNode = new aiNode("ROOT"); - } -} - -struct AnimationSamplers { - AnimationSamplers() : - translation(nullptr), - rotation(nullptr), - scale(nullptr), - weight(nullptr) { - // empty - } - - Animation::Sampler *translation; - Animation::Sampler *rotation; - Animation::Sampler *scale; - Animation::Sampler *weight; -}; - -aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { - aiNodeAnim *anim = new aiNodeAnim(); - - try { - anim->mNodeName = GetNodeName(node); - - static const float kMillisecondsFromSeconds = 1000.f; - - if (samplers.translation && samplers.translation->input && samplers.translation->output) { - float *times = nullptr; - samplers.translation->input->ExtractData(times); - aiVector3D *values = nullptr; - samplers.translation->output->ExtractData(values); - anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count); - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - unsigned int ii = (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0; - for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { - anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mPositionKeys[i].mValue = values[ii]; - ii += (samplers.translation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1; - } - delete[] times; - delete[] values; - } else if (node.translation.isPresent) { - anim->mNumPositionKeys = 1; - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - anim->mPositionKeys->mTime = 0.f; - anim->mPositionKeys->mValue.x = node.translation.value[0]; - anim->mPositionKeys->mValue.y = node.translation.value[1]; - anim->mPositionKeys->mValue.z = node.translation.value[2]; - } - - if (samplers.rotation && samplers.rotation->input && samplers.rotation->output) { - float *times = nullptr; - samplers.rotation->input->ExtractData(times); - aiQuaternion *values = nullptr; - samplers.rotation->output->ExtractData(values); - anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count); - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; - unsigned int ii = (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0; - for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) { - anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mRotationKeys[i].mValue.x = values[ii].w; - anim->mRotationKeys[i].mValue.y = values[ii].x; - anim->mRotationKeys[i].mValue.z = values[ii].y; - anim->mRotationKeys[i].mValue.w = values[ii].z; - ii += (samplers.rotation->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1; - } - delete[] times; - delete[] values; - } else if (node.rotation.isPresent) { - anim->mNumRotationKeys = 1; - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; - anim->mRotationKeys->mTime = 0.f; - anim->mRotationKeys->mValue.x = node.rotation.value[0]; - anim->mRotationKeys->mValue.y = node.rotation.value[1]; - anim->mRotationKeys->mValue.z = node.rotation.value[2]; - anim->mRotationKeys->mValue.w = node.rotation.value[3]; - } - - if (samplers.scale && samplers.scale->input && samplers.scale->output) { - float *times = nullptr; - samplers.scale->input->ExtractData(times); - aiVector3D *values = nullptr; - samplers.scale->output->ExtractData(values); - anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count); - anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; - unsigned int ii = (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0; - for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) { - anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mScalingKeys[i].mValue = values[ii]; - ii += (samplers.scale->interpolation == Interpolation_CUBICSPLINE) ? 3 : 1; - } - delete[] times; - delete[] values; - } else if (node.scale.isPresent) { - anim->mNumScalingKeys = 1; - anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys]; - anim->mScalingKeys->mTime = 0.f; - anim->mScalingKeys->mValue.x = node.scale.value[0]; - anim->mScalingKeys->mValue.y = node.scale.value[1]; - anim->mScalingKeys->mValue.z = node.scale.value[2]; - } - - return anim; - } catch (...) { - delete anim; - throw; - } -} - -aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) { - auto *anim = new aiMeshMorphAnim(); - - try { - anim->mName = GetNodeName(node); - - static const float kMillisecondsFromSeconds = 1000.f; - - if (samplers.weight && samplers.weight->input && samplers.weight->output) { - float *times = nullptr; - samplers.weight->input->ExtractData(times); - float *values = nullptr; - samplers.weight->output->ExtractData(values); - anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count); - - // for Interpolation_CUBICSPLINE can have more outputs - const unsigned int weightStride = (unsigned int)samplers.weight->output->count / anim->mNumKeys; - const unsigned int numMorphs = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? weightStride - 2 : weightStride; - - anim->mKeys = new aiMeshMorphKey[anim->mNumKeys]; - unsigned int ii = (samplers.weight->interpolation == Interpolation_CUBICSPLINE) ? 1 : 0; - for (unsigned int i = 0u; i < anim->mNumKeys; ++i) { - unsigned int k = weightStride * i + ii; - anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds; - anim->mKeys[i].mNumValuesAndWeights = numMorphs; - anim->mKeys[i].mValues = new unsigned int[numMorphs]; - anim->mKeys[i].mWeights = new double[numMorphs]; - - for (unsigned int j = 0u; j < numMorphs; ++j, ++k) { - anim->mKeys[i].mValues[j] = j; - anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k]; - } - } - - delete[] times; - delete[] values; - } - - return anim; - } catch (...) { - delete anim; - throw; - } -} - -std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) { - std::unordered_map<unsigned int, AnimationSamplers> samplers; - for (unsigned int c = 0; c < anim.channels.size(); ++c) { - Animation::Channel &channel = anim.channels[c]; - if (channel.sampler < 0 || channel.sampler >= static_cast<int>(anim.samplers.size())) { - continue; - } - - auto& animsampler = anim.samplers[channel.sampler]; - - if (!animsampler.input) { - ASSIMP_LOG_WARN("Animation ", anim.name, ": Missing sampler input. Skipping."); - continue; - } - - if (!animsampler.output) { - ASSIMP_LOG_WARN("Animation ", anim.name, ": Missing sampler output. Skipping."); - continue; - } - - if (animsampler.input->count > animsampler.output->count) { - ASSIMP_LOG_WARN("Animation ", anim.name, ": Number of keyframes in sampler input ", animsampler.input->count, " exceeds number of keyframes in sampler output ", animsampler.output->count); - continue; - } - - const unsigned int node_index = channel.target.node.GetIndex(); - - AnimationSamplers &sampler = samplers[node_index]; - if (channel.target.path == AnimationPath_TRANSLATION) { - sampler.translation = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_ROTATION) { - sampler.rotation = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_SCALE) { - sampler.scale = &anim.samplers[channel.sampler]; - } else if (channel.target.path == AnimationPath_WEIGHTS) { - sampler.weight = &anim.samplers[channel.sampler]; - } - } - - return samplers; -} - -void glTF2Importer::ImportAnimations(glTF2::Asset &r) { - if (!r.scene) return; - - const unsigned numAnimations = r.animations.Size(); - ASSIMP_LOG_DEBUG("Importing ", numAnimations, " animations"); - mScene->mNumAnimations = numAnimations; - if (mScene->mNumAnimations == 0) { - return; - } - - mScene->mAnimations = new aiAnimation *[numAnimations]; - std::fill(mScene->mAnimations, mScene->mAnimations + numAnimations, nullptr); - - for (unsigned int i = 0; i < numAnimations; ++i) { - aiAnimation *ai_anim = mScene->mAnimations[i] = new aiAnimation(); - - Animation &anim = r.animations[i]; - - ai_anim->mName = anim.name; - ai_anim->mDuration = 0; - ai_anim->mTicksPerSecond = 0; - - std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim); - - uint32_t numChannels = 0u; - uint32_t numMorphMeshChannels = 0u; - - for (auto &iter : samplers) { - if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { - ++numChannels; - } - if (nullptr != iter.second.weight) { - ++numMorphMeshChannels; - } - } - - ai_anim->mNumChannels = numChannels; - if (ai_anim->mNumChannels > 0) { - ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels]; - std::fill(ai_anim->mChannels, ai_anim->mChannels + ai_anim->mNumChannels, nullptr); - int j = 0; - for (auto &iter : samplers) { - if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) { - ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second); - ++j; - } - } - } - - ai_anim->mNumMorphMeshChannels = numMorphMeshChannels; - if (ai_anim->mNumMorphMeshChannels > 0) { - ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels]; - std::fill(ai_anim->mMorphMeshChannels, ai_anim->mMorphMeshChannels + ai_anim->mNumMorphMeshChannels, nullptr); - int j = 0; - for (auto &iter : samplers) { - if (nullptr != iter.second.weight) { - ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second); - ++j; - } - } - } - - // Use the latest key-frame for the duration of the animation - double maxDuration = 0; - unsigned int maxNumberOfKeys = 0; - for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) { - auto chan = ai_anim->mChannels[j]; - if (chan->mNumPositionKeys) { - auto lastPosKey = chan->mPositionKeys[chan->mNumPositionKeys - 1]; - if (lastPosKey.mTime > maxDuration) { - maxDuration = lastPosKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumPositionKeys); - } - if (chan->mNumRotationKeys) { - auto lastRotKey = chan->mRotationKeys[chan->mNumRotationKeys - 1]; - if (lastRotKey.mTime > maxDuration) { - maxDuration = lastRotKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumRotationKeys); - } - if (chan->mNumScalingKeys) { - auto lastScaleKey = chan->mScalingKeys[chan->mNumScalingKeys - 1]; - if (lastScaleKey.mTime > maxDuration) { - maxDuration = lastScaleKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys); - } - } - - for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) { - const auto *const chan = ai_anim->mMorphMeshChannels[j]; - - if (0u != chan->mNumKeys) { - const auto &lastKey = chan->mKeys[chan->mNumKeys - 1u]; - if (lastKey.mTime > maxDuration) { - maxDuration = lastKey.mTime; - } - maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys); - } - } - - ai_anim->mDuration = maxDuration; - ai_anim->mTicksPerSecond = 1000.0; - } -} - -static unsigned int countEmbeddedTextures(glTF2::Asset &r) { - unsigned int numEmbeddedTexs = 0; - for (size_t i = 0; i < r.images.Size(); ++i) { - if (r.images[i].HasData()) { - numEmbeddedTexs += 1; - } - } - - return numEmbeddedTexs; -} - -void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) { - mEmbeddedTexIdxs.resize(r.images.Size(), -1); - const unsigned int numEmbeddedTexs = countEmbeddedTextures(r); - if (numEmbeddedTexs == 0) { - return; - } - - ASSIMP_LOG_DEBUG("Importing ", numEmbeddedTexs, " embedded textures"); - - mScene->mTextures = new aiTexture *[numEmbeddedTexs]; - std::fill(mScene->mTextures, mScene->mTextures + numEmbeddedTexs, nullptr); - - // 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++; - mEmbeddedTexIdxs[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"; - } else if(strcmp(ext, "ktx2") == 0) { //basisu: ktx remains - ext = "kx2"; - } else if(strcmp(ext, "basis") == 0) { //basisu - ext = "bu"; - } - - size_t len = strlen(ext); - if (len <= 3) { - strcpy(tex->achFormatHint, ext); - } - } - } - } -} - -void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) { - ASSIMP_LOG_DEBUG("Importing metadata"); - 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(); - const bool hasSceneMetadata = a.scene->customExtensions; - if (hasVersion || hasGenerator || hasCopyright || hasSceneMetadata) { - 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)); - } - if (hasSceneMetadata) { - ParseExtensions(mScene->mMetaData, a.scene->customExtensions); - } - } -} - -void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { - ASSIMP_LOG_DEBUG("Reading GLTF2 file"); - - // clean all member arrays - meshOffsets.clear(); - mEmbeddedTexIdxs.clear(); - - this->mScene = pScene; - - // read the asset file - glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(mSchemaDocumentProvider)); - asset.Load(pFile, GetExtension(pFile) == "glb"); - if (asset.scene) { - pScene->mName = asset.scene->name; - } - - // Copy the data out - ImportEmbeddedTextures(asset); - ImportMaterials(asset); - - ImportMeshes(asset); - - ImportCameras(asset); - ImportLights(asset); - - ImportNodes(asset); - - ImportAnimations(asset); - - ImportCommonMetadata(asset); - - if (pScene->mNumMeshes == 0) { - pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; - } -} - -void glTF2Importer::SetupProperties(const Importer *pImp) { - mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER)); -} - -#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER |