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diff --git a/src/mesh/assimp-master/code/AssetLib/glTF/glTFExporter.cpp b/src/mesh/assimp-master/code/AssetLib/glTF/glTFExporter.cpp
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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.
+
+----------------------------------------------------------------------
+*/
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
+
+#include "AssetLib/glTF/glTFExporter.h"
+#include "AssetLib/glTF/glTFAssetWriter.h"
+#include "PostProcessing/SplitLargeMeshes.h"
+
+#include <assimp/commonMetaData.h>
+#include <assimp/Exceptional.h>
+#include <assimp/StringComparison.h>
+#include <assimp/ByteSwapper.h>
+#include <assimp/SceneCombiner.h>
+#include <assimp/version.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+
+// Header files, standard library.
+#include <memory>
+#include <limits>
+#include <inttypes.h>
+
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ // Header files, Open3DGC.
+# include <Open3DGC/o3dgcSC3DMCEncoder.h>
+#endif
+
+using namespace rapidjson;
+
+using namespace Assimp;
+using namespace glTF;
+
+namespace Assimp {
+
+ // ------------------------------------------------------------------------------------------------
+ // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
+ void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+ {
+ // invoke the exporter
+ glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
+ void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+ {
+ // invoke the exporter
+ glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
+ }
+
+} // end of namespace Assimp
+
+glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
+ const ExportProperties* pProperties, bool isBinary)
+ : mFilename(filename)
+ , mIOSystem(pIOSystem)
+ , mProperties(pProperties)
+{
+ aiScene* sceneCopy_tmp;
+ SceneCombiner::CopyScene(&sceneCopy_tmp, pScene);
+
+ SplitLargeMeshesProcess_Triangle tri_splitter;
+ tri_splitter.SetLimit(0xffff);
+ tri_splitter.Execute(sceneCopy_tmp);
+
+ SplitLargeMeshesProcess_Vertex vert_splitter;
+ vert_splitter.SetLimit(0xffff);
+ vert_splitter.Execute(sceneCopy_tmp);
+
+ mScene.reset(sceneCopy_tmp);
+
+ mAsset.reset( new glTF::Asset( pIOSystem ) );
+
+ if (isBinary) {
+ mAsset->SetAsBinary();
+ }
+
+ ExportMetadata();
+
+ //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
+
+ //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
+
+ ExportMaterials();
+
+ if (mScene->mRootNode) {
+ ExportNodeHierarchy(mScene->mRootNode);
+ }
+
+ ExportMeshes();
+
+ //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
+
+ ExportScene();
+
+ ExportAnimations();
+
+ glTF::AssetWriter writer(*mAsset);
+
+ if (isBinary) {
+ writer.WriteGLBFile(filename);
+ } else {
+ writer.WriteFile(filename);
+ }
+}
+
+/*
+ * 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, glTF::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(glTF::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;
+}
+
+template<typename T>
+void SetAccessorRange(Ref<Accessor> acc, void* data, unsigned int 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];
+
+ 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,
+ unsigned int 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;
+ }
+}
+
+inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
+ unsigned int 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 = unsigned(offset);
+ bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
+ bv->target = target;
+
+ // accessor
+ Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
+ acc->bufferView = bv;
+ acc->byteOffset = 0;
+ acc->byteStride = 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;
+}
+
+namespace {
+ void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
+ ai_assert( nullptr != mat );
+ if ( nullptr != mat ) {
+ mat->Get(propName, type, idx, val);
+ }
+ }
+}
+
+void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
+{
+ std::string samplerId = mAsset->FindUniqueID("", "sampler");
+ prop.texture->sampler = mAsset->samplers.Create(samplerId);
+
+ aiTextureMapMode mapU, mapV;
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU);
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV);
+
+ switch (mapU) {
+ case aiTextureMapMode_Wrap:
+ prop.texture->sampler->wrapS = SamplerWrap_Repeat;
+ break;
+ case aiTextureMapMode_Clamp:
+ prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge;
+ break;
+ case aiTextureMapMode_Mirror:
+ prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat;
+ break;
+ case aiTextureMapMode_Decal:
+ default:
+ prop.texture->sampler->wrapS = SamplerWrap_Repeat;
+ break;
+ };
+
+ switch (mapV) {
+ case aiTextureMapMode_Wrap:
+ prop.texture->sampler->wrapT = SamplerWrap_Repeat;
+ break;
+ case aiTextureMapMode_Clamp:
+ prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge;
+ break;
+ case aiTextureMapMode_Mirror:
+ prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat;
+ break;
+ case aiTextureMapMode_Decal:
+ default:
+ prop.texture->sampler->wrapT = SamplerWrap_Repeat;
+ break;
+ };
+
+ // Hard coded Texture filtering options because I do not know where to find them in the aiMaterial.
+ prop.texture->sampler->magFilter = SamplerMagFilter_Linear;
+ prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
+}
+
+void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop,
+ const char* propName, int type, int idx, aiTextureType tt) {
+ aiString tex;
+ aiColor4D col;
+ if (mat->GetTextureCount(tt) > 0) {
+ if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) {
+ std::string path = tex.C_Str();
+
+ if (path.size() > 0) {
+ if (path[0] != '*') {
+ std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
+ if (it != mTexturesByPath.end()) {
+ prop.texture = mAsset->textures.Get(it->second);
+ }
+ }
+
+ if (!prop.texture) {
+ std::string texId = mAsset->FindUniqueID("", "texture");
+ prop.texture = mAsset->textures.Create(texId);
+ mTexturesByPath[path] = prop.texture.GetIndex();
+
+ std::string imgId = mAsset->FindUniqueID("", "image");
+ prop.texture->source = mAsset->images.Create(imgId);
+
+ if (path[0] == '*') { // embedded
+ aiTexture* curTex = mScene->mTextures[atoi(&path[1])];
+
+ prop.texture->source->name = curTex->mFilename.C_Str();
+
+ uint8_t *data = reinterpret_cast<uint8_t *>(curTex->pcData);
+ prop.texture->source->SetData(data, curTex->mWidth, *mAsset);
+
+ if (curTex->achFormatHint[0]) {
+ std::string mimeType = "image/";
+ mimeType += (memcmp(curTex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : curTex->achFormatHint;
+ prop.texture->source->mimeType = mimeType;
+ }
+ } else {
+ prop.texture->source->uri = path;
+ }
+
+ GetTexSampler(mat, prop);
+ }
+ }
+ }
+ }
+
+ if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
+ prop.color[0] = col.r;
+ prop.color[1] = col.g;
+ prop.color[2] = col.b;
+ prop.color[3] = col.a;
+ }
+}
+
+
+void glTFExporter::ExportMaterials()
+{
+ aiString aiName;
+ for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
+ const aiMaterial* mat = mScene->mMaterials[i];
+
+
+ std::string name;
+ if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
+ name = aiName.C_Str();
+ }
+ name = mAsset->FindUniqueID(name, "material");
+
+ Ref<Material> m = mAsset->materials.Create(name);
+
+ GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
+ GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
+ GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
+ GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
+
+ m->transparent = mat->Get(AI_MATKEY_OPACITY, m->transparency) == aiReturn_SUCCESS && m->transparency != 1.0;
+
+ GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
+ }
+}
+
+/*
+ * 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->id;
+
+ 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. Ignore all others.
+ if (jointsPerVertex[vertexId] > 3) {
+ continue;
+ }
+
+ 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 ) {
+ p.attributes.joint.push_back( vertexJointAccessor );
+ }
+
+ 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;
+}
+
+#if defined(__has_warning)
+#if __has_warning("-Wunused-but-set-variable")
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wunused-but-set-variable"
+#endif
+#endif
+
+void glTFExporter::ExportMeshes()
+{
+ // Not for
+ // using IndicesType = decltype(aiFace::mNumIndices);
+ // But yes for
+ // using IndicesType = unsigned short;
+ // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
+ typedef unsigned short IndicesType;
+
+ // Variables needed for compression. BEGIN.
+ // Indices, not pointers - because pointer to buffer is changing while writing to it.
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ size_t idx_srcdata_begin = 0; // Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
+ size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
+ size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
+#endif
+ std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
+ bool comp_allow;// Point that data of current mesh can be compressed.
+ // Variables needed for compression. END.
+
+ 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];
+
+ // Check if compressing requested and mesh can be encoded.
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false);
+#else
+ comp_allow = false;
+#endif
+
+ if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0))
+ {
+ idx_srcdata_tc.clear();
+ idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
+ }
+ else
+ {
+ std::string msg;
+
+ if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
+ msg = "all primitives of the mesh must be a triangles.";
+ else
+ msg = "mesh must has vertices and faces.";
+
+ ASSIMP_LOG_WARN("GLTF: can not use Open3DGC-compression: ", msg);
+ comp_allow = false;
+ }
+
+ std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
+ Ref<Mesh> m = mAsset->meshes.Create(meshId);
+ m->primitives.resize(1);
+ Mesh::Primitive& p = m->primitives.back();
+
+ p.material = mAsset->materials.Get(aim->mMaterialIndex);
+
+ /******************* Vertices ********************/
+ // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ if(comp_allow) idx_srcdata_begin = b->byteLength;
+#endif
+
+ 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 ********************/
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
+#endif
+
+ 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) {
+ // 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;
+
+ if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
+
+ 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);
+ }
+ }
+
+ /*************** Vertices indices ****************/
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ idx_srcdata_ind = b->byteLength;// Store index of indices array.
+#endif
+
+ 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] = uint16_t(aim->mFaces[i].mIndices[j]);
+ }
+ }
+
+ p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, 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;
+ }
+
+ /*************** Skins ****************/
+ if(aim->HasBones()) {
+ ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
+ }
+
+ /****************** Compression ******************/
+ ///TODO: animation: weights, joints.
+ if(comp_allow)
+ {
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+ // Only one type of compression supported at now - Open3DGC.
+ //
+ o3dgc::BinaryStream bs;
+ o3dgc::SC3DMCEncoder<IndicesType> encoder;
+ o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
+ o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
+
+ //
+ // Fill data for encoder.
+ //
+ // Quantization
+ unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12);
+ unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10);
+ unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10);
+
+ // Prediction
+ o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
+ o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;
+ o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
+
+ // IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
+ comp_o3dgc_ifs.SetCCW(true);
+ comp_o3dgc_ifs.SetIsTriangularMesh(true);
+ comp_o3dgc_ifs.SetNumFloatAttributes(0);
+ // Coordinates
+ comp_o3dgc_params.SetCoordQuantBits(quant_coord);
+ comp_o3dgc_params.SetCoordPredMode(prediction_position);
+ comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
+ comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
+ // Normals
+ if(idx_srcdata_normal != SIZE_MAX)
+ {
+ comp_o3dgc_params.SetNormalQuantBits(quant_normal);
+ comp_o3dgc_params.SetNormalPredMode(prediction_normal);
+ comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
+ comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
+ }
+
+ // Texture coordinates
+ for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
+ {
+ size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
+
+ comp_o3dgc_params.SetFloatAttributeQuantBits(static_cast<unsigned long>(num), quant_texcoord);
+ comp_o3dgc_params.SetFloatAttributePredMode(static_cast<unsigned long>(num), prediction_texcoord);
+ comp_o3dgc_ifs.SetNFloatAttribute(static_cast<unsigned long>(num), aim->mNumVertices);// number of elements.
+ comp_o3dgc_ifs.SetFloatAttributeDim(static_cast<unsigned long>(num), aim->mNumUVComponents[num_tc]);// components per element: aiVector3D => x * float
+ comp_o3dgc_ifs.SetFloatAttributeType(static_cast<unsigned long>(num), o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
+ comp_o3dgc_ifs.SetFloatAttribute(static_cast<unsigned long>(num), (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
+ comp_o3dgc_ifs.SetNumFloatAttributes(static_cast<unsigned long>(num + 1));
+ }
+
+ // Coordinates indices
+ comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
+ comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
+ // Prepare to encoding
+ comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
+ if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
+ comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);
+ else
+ comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII);
+
+ comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS);
+ //
+ // Encoding
+ //
+ encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
+ // Replace data in buffer.
+ b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
+ //
+ // Add information about extension to mesh.
+ //
+ // Create extension structure.
+ Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
+
+ // Fill it.
+ ext->Buffer = b->id;
+ ext->Offset = idx_srcdata_begin;
+ ext->Count = b->byteLength - idx_srcdata_begin;
+ ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary");
+ ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3;
+ ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
+ // And assign to mesh.
+ m->Extension.push_back(ext);
+#endif
+ }// if(comp_allow)
+ }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
+
+ //----------------------------------------
+ // Finish the skin
+ // Create the Accessor for skinRef->inverseBindMatrices
+ 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 = true;
+ IdentityMatrix4(skinRef->bindShapeMatrix.value);
+
+ // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
+ Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
+ Ref<Node> meshNode;
+ std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
+ FindMeshNode(rootNode, meshNode, meshID);
+
+ Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
+ meshNode->skeletons.push_back(rootJoint);
+ meshNode->skin = skinRef;
+ }
+}
+
+#if defined(__has_warning)
+#if __has_warning("-Wunused-but-set-variable")
+#pragma GCC diagnostic pop
+#endif
+#endif
+
+/*
+ * Export the root node of the node hierarchy.
+ * Calls ExportNode for all children.
+ */
+unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
+{
+ Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
+
+ 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.push_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.push_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 glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
+{
+ Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
+
+ node->parent = parent;
+
+ 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.push_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.push_back(mAsset->nodes.Get(idx));
+ }
+
+ return node.GetIndex();
+}
+
+
+void glTFExporter::ExportScene()
+{
+ const char* sceneName = "defaultScene";
+ Ref<Scene> scene = mAsset->scenes.Create(sceneName);
+
+ // root node will be the first one exported (idx 0)
+ if (mAsset->nodes.Size() > 0) {
+ scene->nodes.push_back(mAsset->nodes.Get(0u));
+ }
+
+ // set as the default scene
+ mAsset->scene = scene;
+}
+
+void glTFExporter::ExportMetadata()
+{
+ glTF::AssetMetadata& asset = mAsset->asset;
+ asset.version = "1.0";
+
+ 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 void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond)
+{
+ // Loop over the data and check to see if it exactly matches an existing buffer.
+ // If yes, then reference the existing corresponding accessor.
+ // Otherwise, add to the buffer and create a new accessor.
+
+ size_t counts[3] = {
+ nodeChannel->mNumPositionKeys,
+ nodeChannel->mNumScalingKeys,
+ nodeChannel->mNumRotationKeys,
+ };
+ size_t numKeyframes = 1;
+ for (int i = 0; i < 3; ++i) {
+ if (counts[i] > numKeyframes) {
+ numKeyframes = counts[i];
+ }
+ }
+
+ //-------------------------------------------------------
+ // Extract TIME parameter data.
+ // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
+ if(nodeChannel->mNumPositionKeys > 0) {
+ typedef float TimeType;
+ std::vector<TimeType> timeData;
+ timeData.resize(numKeyframes);
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
+ // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
+ // Check if we have to cast type here. e.g. uint16_t()
+ timeData[i] = static_cast<float>(nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond);
+ }
+
+ Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
+ if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
+ }
+
+ //-------------------------------------------------------
+ // Extract translation parameter data
+ if(nodeChannel->mNumPositionKeys > 0) {
+ C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
+ translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue;
+ }
+
+ Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ if ( tranAccessor ) {
+ animRef->Parameters.translation = tranAccessor;
+ }
+ delete[] translationData;
+ }
+
+ //-------------------------------------------------------
+ // Extract scale parameter data
+ if(nodeChannel->mNumScalingKeys > 0) {
+ C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes;
+ scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue;
+ }
+
+ Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+ if ( scaleAccessor ) {
+ animRef->Parameters.scale = scaleAccessor;
+ }
+ delete[] scaleData;
+ }
+
+ //-------------------------------------------------------
+ // Extract rotation parameter data
+ if(nodeChannel->mNumRotationKeys > 0) {
+ vec4* rotationData = new vec4[numKeyframes];
+ for (size_t i = 0; i < numKeyframes; ++i) {
+ size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes;
+ rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x;
+ rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y;
+ rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z;
+ rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w;
+ }
+
+ Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
+ if ( rotAccessor ) {
+ animRef->Parameters.rotation = rotAccessor;
+ }
+ delete[] rotationData;
+ }
+}
+
+void glTFExporter::ExportAnimations()
+{
+ Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
+
+ for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
+ const aiAnimation* anim = mScene->mAnimations[i];
+
+ std::string nameAnim = "anim";
+ if (anim->mName.length > 0) {
+ nameAnim = anim->mName.C_Str();
+ }
+
+ for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
+ const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
+
+ // It appears that assimp stores this type of animation as multiple animations.
+ // where each aiNodeAnim in mChannels animates a specific node.
+ std::string name = nameAnim + "_" + ai_to_string(channelIndex);
+ name = mAsset->FindUniqueID(name, "animation");
+ Ref<Animation> animRef = mAsset->animations.Create(name);
+
+ /******************* Parameters ********************/
+ ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, static_cast<float>(anim->mTicksPerSecond));
+
+ for (unsigned int j = 0; j < 3; ++j) {
+ std::string channelType;
+ int channelSize=0;
+ switch (j) {
+ case 0:
+ channelType = "rotation";
+ channelSize = nodeChannel->mNumRotationKeys;
+ break;
+ case 1:
+ channelType = "scale";
+ channelSize = nodeChannel->mNumScalingKeys;
+ break;
+ case 2:
+ channelType = "translation";
+ channelSize = nodeChannel->mNumPositionKeys;
+ break;
+ }
+
+ if (channelSize < 1) { continue; }
+
+ Animation::AnimChannel tmpAnimChannel;
+ Animation::AnimSampler tmpAnimSampler;
+
+ tmpAnimChannel.sampler = name + "_" + channelType;
+ tmpAnimChannel.target.path = channelType;
+ tmpAnimSampler.output = channelType;
+ tmpAnimSampler.id = name + "_" + channelType;
+
+ tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
+
+ tmpAnimSampler.input = "TIME";
+ tmpAnimSampler.interpolation = "LINEAR";
+
+ animRef->Channels.push_back(tmpAnimChannel);
+ animRef->Samplers.push_back(tmpAnimSampler);
+ }
+
+ }
+
+ // Assimp documentation staes this is not used (not implemented)
+ // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
+ // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
+ // }
+
+ } // End: for-loop mNumAnimations
+}
+
+
+#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT