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+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file GltfExporter.h
+* Declares the exporter class to write a scene to a gltf/glb file
+*/
+#ifndef AI_GLTF2EXPORTER_H_INC
+#define AI_GLTF2EXPORTER_H_INC
+
+#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
+
+#include <assimp/material.h>
+#include <assimp/types.h>
+
+#include <map>
+#include <memory>
+#include <sstream>
+#include <vector>
+
+struct aiScene;
+struct aiNode;
+struct aiMaterial;
+
+namespace glTFCommon {
+template <class T>
+class Ref;
+
+}
+
+namespace glTF2 {
+
+class Asset;
+
+struct TexProperty;
+struct TextureInfo;
+struct NormalTextureInfo;
+struct OcclusionTextureInfo;
+struct Node;
+struct Texture;
+struct PbrSpecularGlossiness;
+struct MaterialSheen;
+struct MaterialClearcoat;
+struct MaterialTransmission;
+struct MaterialVolume;
+struct MaterialIOR;
+
+// Vec/matrix types, as raw float arrays
+typedef float(vec2)[2];
+typedef float(vec3)[3];
+typedef float(vec4)[4];
+
+} // namespace glTF2
+
+namespace Assimp {
+class IOSystem;
+class IOStream;
+class ExportProperties;
+
+// ------------------------------------------------------------------------------------------------
+/** Helper class to export a given scene to an glTF file. */
+// ------------------------------------------------------------------------------------------------
+class glTF2Exporter {
+public:
+ /// Constructor for a specific scene to export
+ glTF2Exporter(const char *filename, IOSystem *pIOSystem, const aiScene *pScene,
+ const ExportProperties *pProperties, bool binary);
+ ~glTF2Exporter();
+
+protected:
+ void WriteBinaryData(IOStream *outfile, std::size_t sceneLength);
+ void GetTexSampler(const aiMaterial &mat, glTFCommon::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
+ void GetMatTexProp(const aiMaterial &mat, unsigned int &prop, const char *propName, aiTextureType tt, unsigned int idx);
+ void GetMatTexProp(const aiMaterial &mat, float &prop, const char *propName, aiTextureType tt, unsigned int idx);
+ void GetMatTex(const aiMaterial &mat, glTFCommon::Ref<glTF2::Texture> &texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial &mat, glTF2::TextureInfo &prop, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial &mat, glTF2::NormalTextureInfo &prop, aiTextureType tt, unsigned int slot);
+ void GetMatTex(const aiMaterial &mat, glTF2::OcclusionTextureInfo &prop, aiTextureType tt, unsigned int slot);
+ aiReturn GetMatColor(const aiMaterial &mat, glTF2::vec4 &prop, const char *propName, int type, int idx) const;
+ aiReturn GetMatColor(const aiMaterial &mat, glTF2::vec3 &prop, const char *propName, int type, int idx) const;
+ bool GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlossiness &pbrSG);
+ bool GetMatSheen(const aiMaterial &mat, glTF2::MaterialSheen &sheen);
+ bool GetMatClearcoat(const aiMaterial &mat, glTF2::MaterialClearcoat &clearcoat);
+ bool GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission);
+ bool GetMatVolume(const aiMaterial &mat, glTF2::MaterialVolume &volume);
+ bool GetMatIOR(const aiMaterial &mat, glTF2::MaterialIOR &ior);
+ void ExportMetadata();
+ void ExportMaterials();
+ void ExportMeshes();
+ void MergeMeshes();
+ unsigned int ExportNodeHierarchy(const aiNode *n);
+ unsigned int ExportNode(const aiNode *node, glTFCommon::Ref<glTF2::Node> &parent);
+ void ExportScene();
+ void ExportAnimations();
+
+private:
+ const char *mFilename;
+ IOSystem *mIOSystem;
+ const aiScene *mScene;
+ const ExportProperties *mProperties;
+ std::map<std::string, unsigned int> mTexturesByPath;
+ std::shared_ptr<glTF2::Asset> mAsset;
+ std::vector<unsigned char> mBodyData;
+};
+
+} // namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
+
+#endif // AI_GLTF2EXPORTER_H_INC