/src/assimp/code/AssetLib/glTF/glTFExporter.cpp
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1 | | /* |
2 | | Open Asset Import Library (assimp) |
3 | | ---------------------------------------------------------------------- |
4 | | |
5 | | Copyright (c) 2006-2025, assimp team |
6 | | |
7 | | All rights reserved. |
8 | | |
9 | | Redistribution and use of this software in source and binary forms, |
10 | | with or without modification, are permitted provided that the |
11 | | following conditions are met: |
12 | | |
13 | | * Redistributions of source code must retain the above |
14 | | copyright notice, this list of conditions and the |
15 | | following disclaimer. |
16 | | |
17 | | * Redistributions in binary form must reproduce the above |
18 | | copyright notice, this list of conditions and the |
19 | | following disclaimer in the documentation and/or other |
20 | | materials provided with the distribution. |
21 | | |
22 | | * Neither the name of the assimp team, nor the names of its |
23 | | contributors may be used to endorse or promote products |
24 | | derived from this software without specific prior |
25 | | written permission of the assimp team. |
26 | | |
27 | | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
28 | | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
29 | | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
30 | | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
31 | | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
32 | | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
33 | | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
34 | | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
35 | | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
36 | | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
37 | | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
38 | | |
39 | | ---------------------------------------------------------------------- |
40 | | */ |
41 | | #ifndef ASSIMP_BUILD_NO_EXPORT |
42 | | #ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER |
43 | | |
44 | | #include "AssetLib/glTF/glTFExporter.h" |
45 | | #include "AssetLib/glTF/glTFAssetWriter.h" |
46 | | #include "PostProcessing/SplitLargeMeshes.h" |
47 | | |
48 | | #include <assimp/commonMetaData.h> |
49 | | #include <assimp/Exceptional.h> |
50 | | #include <assimp/StringComparison.h> |
51 | | #include <assimp/ByteSwapper.h> |
52 | | #include <assimp/SceneCombiner.h> |
53 | | #include <assimp/version.h> |
54 | | #include <assimp/IOSystem.hpp> |
55 | | #include <assimp/Exporter.hpp> |
56 | | #include <assimp/material.h> |
57 | | #include <assimp/scene.h> |
58 | | #include <assimp/config.h> |
59 | | |
60 | | // Header files, standard library. |
61 | | #include <memory> |
62 | | #include <limits> |
63 | | #include <inttypes.h> |
64 | | |
65 | | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
66 | | // Header files, Open3DGC. |
67 | | # include <Open3DGC/o3dgcSC3DMCEncoder.h> |
68 | | #endif |
69 | | |
70 | | using namespace rapidjson; |
71 | | |
72 | | using namespace Assimp; |
73 | | using namespace glTF; |
74 | | |
75 | | namespace Assimp { |
76 | | |
77 | | // ------------------------------------------------------------------------------------------------ |
78 | | // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp |
79 | | void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) |
80 | 0 | { |
81 | | // invoke the exporter |
82 | 0 | glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false); |
83 | 0 | } |
84 | | |
85 | | // ------------------------------------------------------------------------------------------------ |
86 | | // Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp |
87 | | void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) |
88 | 0 | { |
89 | | // invoke the exporter |
90 | 0 | glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true); |
91 | 0 | } |
92 | | |
93 | | } // end of namespace Assimp |
94 | | |
95 | | glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene, |
96 | | const ExportProperties* pProperties, bool isBinary) |
97 | 0 | : mFilename(filename) |
98 | 0 | , mIOSystem(pIOSystem) |
99 | 0 | , mProperties(pProperties) |
100 | 0 | { |
101 | 0 | aiScene* sceneCopy_tmp; |
102 | 0 | SceneCombiner::CopyScene(&sceneCopy_tmp, pScene); |
103 | |
|
104 | 0 | SplitLargeMeshesProcess_Triangle tri_splitter; |
105 | 0 | tri_splitter.SetLimit(0xffff); |
106 | 0 | tri_splitter.Execute(sceneCopy_tmp); |
107 | |
|
108 | 0 | SplitLargeMeshesProcess_Vertex vert_splitter; |
109 | 0 | vert_splitter.SetLimit(0xffff); |
110 | 0 | vert_splitter.Execute(sceneCopy_tmp); |
111 | |
|
112 | 0 | mScene.reset(sceneCopy_tmp); |
113 | |
|
114 | 0 | mAsset = std::make_shared<glTF::Asset>(pIOSystem); |
115 | |
|
116 | 0 | configEpsilon = mProperties->GetPropertyFloat( |
117 | 0 | AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON, |
118 | 0 | (ai_real)AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT); |
119 | |
|
120 | 0 | if (isBinary) { |
121 | 0 | mAsset->SetAsBinary(); |
122 | 0 | } |
123 | |
|
124 | 0 | ExportMetadata(); |
125 | | |
126 | | //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {} |
127 | | |
128 | | //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {} |
129 | |
|
130 | 0 | ExportMaterials(); |
131 | |
|
132 | 0 | if (mScene->mRootNode) { |
133 | 0 | ExportNodeHierarchy(mScene->mRootNode); |
134 | 0 | } |
135 | |
|
136 | 0 | ExportMeshes(); |
137 | | |
138 | | //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {} |
139 | |
|
140 | 0 | ExportScene(); |
141 | |
|
142 | 0 | ExportAnimations(); |
143 | |
|
144 | 0 | glTF::AssetWriter writer(*mAsset); |
145 | |
|
146 | 0 | if (isBinary) { |
147 | 0 | writer.WriteGLBFile(filename); |
148 | 0 | } else { |
149 | 0 | writer.WriteFile(filename); |
150 | 0 | } |
151 | 0 | } |
152 | | |
153 | | /* |
154 | | * Copy a 4x4 matrix from struct aiMatrix to typedef mat4. |
155 | | * Also converts from row-major to column-major storage. |
156 | | */ |
157 | | static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o) |
158 | 0 | { |
159 | 0 | o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1; |
160 | 0 | o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2; |
161 | 0 | o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3; |
162 | 0 | o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4; |
163 | 0 | } |
164 | | |
165 | | static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o) |
166 | 0 | { |
167 | 0 | memcpy(&o, &v, sizeof(aiMatrix4x4)); |
168 | 0 | } |
169 | | |
170 | | static void IdentityMatrix4(glTF::mat4& o) |
171 | 0 | { |
172 | 0 | o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0; |
173 | 0 | o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0; |
174 | 0 | o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0; |
175 | 0 | o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1; |
176 | 0 | } |
177 | | |
178 | | template<typename T> |
179 | | void SetAccessorRange(Ref<Accessor> acc, void* data, unsigned int count, |
180 | | unsigned int numCompsIn, unsigned int numCompsOut) |
181 | 0 | { |
182 | 0 | ai_assert(numCompsOut <= numCompsIn); |
183 | | |
184 | | // Allocate and initialize with large values. |
185 | 0 | for (unsigned int i = 0 ; i < numCompsOut ; i++) { |
186 | 0 | acc->min.push_back( std::numeric_limits<double>::max()); |
187 | 0 | acc->max.push_back(-std::numeric_limits<double>::max()); |
188 | 0 | } |
189 | |
|
190 | 0 | size_t totalComps = count * numCompsIn; |
191 | 0 | T* buffer_ptr = static_cast<T*>(data); |
192 | 0 | T* buffer_end = buffer_ptr + totalComps; |
193 | | |
194 | | // Search and set extreme values. |
195 | 0 | for (; buffer_ptr < buffer_end ; buffer_ptr += numCompsIn) { |
196 | 0 | for (unsigned int j = 0 ; j < numCompsOut ; j++) { |
197 | 0 | double valueTmp = buffer_ptr[j]; |
198 | |
|
199 | 0 | if (valueTmp < acc->min[j]) { |
200 | 0 | acc->min[j] = valueTmp; |
201 | 0 | } |
202 | 0 | if (valueTmp > acc->max[j]) { |
203 | 0 | acc->max[j] = valueTmp; |
204 | 0 | } |
205 | 0 | } |
206 | 0 | } |
207 | 0 | } Unexecuted instantiation: void SetAccessorRange<short>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) Unexecuted instantiation: void SetAccessorRange<unsigned short>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) Unexecuted instantiation: void SetAccessorRange<unsigned int>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) Unexecuted instantiation: void SetAccessorRange<float>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) Unexecuted instantiation: void SetAccessorRange<signed char>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) Unexecuted instantiation: void SetAccessorRange<unsigned char>(glTFCommon::Ref<glTF::Accessor>, void*, unsigned int, unsigned int, unsigned int) |
208 | | |
209 | | inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* data, |
210 | | unsigned int count, unsigned int numCompsIn, unsigned int numCompsOut) |
211 | 0 | { |
212 | 0 | switch (compType) { |
213 | 0 | case ComponentType_SHORT: |
214 | 0 | SetAccessorRange<short>(acc, data, count, numCompsIn, numCompsOut); |
215 | 0 | return; |
216 | 0 | case ComponentType_UNSIGNED_SHORT: |
217 | 0 | SetAccessorRange<unsigned short>(acc, data, count, numCompsIn, numCompsOut); |
218 | 0 | return; |
219 | 0 | case ComponentType_UNSIGNED_INT: |
220 | 0 | SetAccessorRange<unsigned int>(acc, data, count, numCompsIn, numCompsOut); |
221 | 0 | return; |
222 | 0 | case ComponentType_FLOAT: |
223 | 0 | SetAccessorRange<float>(acc, data, count, numCompsIn, numCompsOut); |
224 | 0 | return; |
225 | 0 | case ComponentType_BYTE: |
226 | 0 | SetAccessorRange<int8_t>(acc, data, count, numCompsIn, numCompsOut); |
227 | 0 | return; |
228 | 0 | case ComponentType_UNSIGNED_BYTE: |
229 | 0 | SetAccessorRange<uint8_t>(acc, data, count, numCompsIn, numCompsOut); |
230 | 0 | return; |
231 | 0 | } |
232 | 0 | } |
233 | | |
234 | | inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer, |
235 | 0 | unsigned int count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) { |
236 | 0 | if (!count || !data) return Ref<Accessor>(); |
237 | | |
238 | 0 | unsigned int numCompsIn = AttribType::GetNumComponents(typeIn); |
239 | 0 | unsigned int numCompsOut = AttribType::GetNumComponents(typeOut); |
240 | 0 | unsigned int bytesPerComp = ComponentTypeSize(compType); |
241 | |
|
242 | 0 | size_t offset = buffer->byteLength; |
243 | | // make sure offset is correctly byte-aligned, as required by spec |
244 | 0 | size_t padding = offset % bytesPerComp; |
245 | 0 | offset += padding; |
246 | 0 | size_t length = count * numCompsOut * bytesPerComp; |
247 | 0 | buffer->Grow(length + padding); |
248 | | |
249 | | // bufferView |
250 | 0 | Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view")); |
251 | 0 | bv->buffer = buffer; |
252 | 0 | bv->byteOffset = unsigned(offset); |
253 | 0 | bv->byteLength = length; //! The target that the WebGL buffer should be bound to. |
254 | 0 | bv->target = target; |
255 | | |
256 | | // accessor |
257 | 0 | Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor")); |
258 | 0 | acc->bufferView = bv; |
259 | 0 | acc->byteOffset = 0; |
260 | 0 | acc->byteStride = 0; |
261 | 0 | acc->componentType = compType; |
262 | 0 | acc->count = count; |
263 | 0 | acc->type = typeOut; |
264 | | |
265 | | // calculate min and max values |
266 | 0 | SetAccessorRange(compType, acc, data, count, numCompsIn, numCompsOut); |
267 | | |
268 | | // copy the data |
269 | 0 | acc->WriteData(count, data, numCompsIn*bytesPerComp); |
270 | |
|
271 | 0 | return acc; |
272 | 0 | } |
273 | | |
274 | | namespace { |
275 | 0 | void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) { |
276 | 0 | ai_assert( nullptr != mat ); |
277 | 0 | if ( nullptr != mat ) { |
278 | 0 | mat->Get(propName, type, idx, val); |
279 | 0 | } |
280 | 0 | } |
281 | | } |
282 | | |
283 | | void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop) |
284 | 0 | { |
285 | 0 | std::string samplerId = mAsset->FindUniqueID("", "sampler"); |
286 | 0 | prop.texture->sampler = mAsset->samplers.Create(samplerId); |
287 | |
|
288 | 0 | aiTextureMapMode mapU, mapV; |
289 | 0 | aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU); |
290 | 0 | aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV); |
291 | |
|
292 | 0 | switch (mapU) { |
293 | 0 | case aiTextureMapMode_Wrap: |
294 | 0 | prop.texture->sampler->wrapS = SamplerWrap_Repeat; |
295 | 0 | break; |
296 | 0 | case aiTextureMapMode_Clamp: |
297 | 0 | prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge; |
298 | 0 | break; |
299 | 0 | case aiTextureMapMode_Mirror: |
300 | 0 | prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat; |
301 | 0 | break; |
302 | 0 | case aiTextureMapMode_Decal: |
303 | 0 | default: |
304 | 0 | prop.texture->sampler->wrapS = SamplerWrap_Repeat; |
305 | 0 | break; |
306 | 0 | }; |
307 | |
|
308 | 0 | switch (mapV) { |
309 | 0 | case aiTextureMapMode_Wrap: |
310 | 0 | prop.texture->sampler->wrapT = SamplerWrap_Repeat; |
311 | 0 | break; |
312 | 0 | case aiTextureMapMode_Clamp: |
313 | 0 | prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge; |
314 | 0 | break; |
315 | 0 | case aiTextureMapMode_Mirror: |
316 | 0 | prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat; |
317 | 0 | break; |
318 | 0 | case aiTextureMapMode_Decal: |
319 | 0 | default: |
320 | 0 | prop.texture->sampler->wrapT = SamplerWrap_Repeat; |
321 | 0 | break; |
322 | 0 | }; |
323 | | |
324 | | // Hard coded Texture filtering options because I do not know where to find them in the aiMaterial. |
325 | 0 | prop.texture->sampler->magFilter = SamplerMagFilter_Linear; |
326 | 0 | prop.texture->sampler->minFilter = SamplerMinFilter_Linear; |
327 | 0 | } |
328 | | |
329 | | void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, |
330 | 0 | const char* propName, int type, int idx, aiTextureType tt) { |
331 | 0 | aiString tex; |
332 | 0 | aiColor4D col; |
333 | 0 | if (mat->GetTextureCount(tt) > 0) { |
334 | 0 | if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) { |
335 | 0 | std::string path = tex.C_Str(); |
336 | |
|
337 | 0 | if (path.size() > 0) { |
338 | 0 | if (path[0] != '*') { |
339 | 0 | std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path); |
340 | 0 | if (it != mTexturesByPath.end()) { |
341 | 0 | prop.texture = mAsset->textures.Get(it->second); |
342 | 0 | } |
343 | 0 | } |
344 | |
|
345 | 0 | if (!prop.texture) { |
346 | 0 | std::string texId = mAsset->FindUniqueID("", "texture"); |
347 | 0 | prop.texture = mAsset->textures.Create(texId); |
348 | 0 | mTexturesByPath[path] = prop.texture.GetIndex(); |
349 | |
|
350 | 0 | std::string imgId = mAsset->FindUniqueID("", "image"); |
351 | 0 | prop.texture->source = mAsset->images.Create(imgId); |
352 | |
|
353 | 0 | if (path[0] == '*') { // embedded |
354 | 0 | aiTexture* curTex = mScene->mTextures[atoi(&path[1])]; |
355 | |
|
356 | 0 | prop.texture->source->name = curTex->mFilename.C_Str(); |
357 | |
|
358 | 0 | uint8_t *data = reinterpret_cast<uint8_t *>(curTex->pcData); |
359 | 0 | prop.texture->source->SetData(data, curTex->mWidth, *mAsset); |
360 | |
|
361 | 0 | if (curTex->achFormatHint[0]) { |
362 | 0 | std::string mimeType = "image/"; |
363 | 0 | mimeType += (memcmp(curTex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : curTex->achFormatHint; |
364 | 0 | prop.texture->source->mimeType = mimeType; |
365 | 0 | } |
366 | 0 | } else { |
367 | 0 | prop.texture->source->uri = path; |
368 | 0 | } |
369 | |
|
370 | 0 | GetTexSampler(mat, prop); |
371 | 0 | } |
372 | 0 | } |
373 | 0 | } |
374 | 0 | } |
375 | |
|
376 | 0 | if (mat->Get(propName, type, idx, col) == AI_SUCCESS) { |
377 | 0 | prop.color[0] = col.r; |
378 | 0 | prop.color[1] = col.g; |
379 | 0 | prop.color[2] = col.b; |
380 | 0 | prop.color[3] = col.a; |
381 | 0 | } |
382 | 0 | } |
383 | | |
384 | | |
385 | | void glTFExporter::ExportMaterials() |
386 | 0 | { |
387 | 0 | aiString aiName; |
388 | 0 | for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) { |
389 | 0 | const aiMaterial* mat = mScene->mMaterials[i]; |
390 | | |
391 | |
|
392 | 0 | std::string name; |
393 | 0 | if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) { |
394 | 0 | name = aiName.C_Str(); |
395 | 0 | } |
396 | 0 | name = mAsset->FindUniqueID(name, "material"); |
397 | |
|
398 | 0 | Ref<Material> m = mAsset->materials.Create(name); |
399 | |
|
400 | 0 | GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT); |
401 | 0 | GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE); |
402 | 0 | GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR); |
403 | 0 | GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE); |
404 | |
|
405 | 0 | m->transparent = mat->Get(AI_MATKEY_OPACITY, m->transparency) == aiReturn_SUCCESS && m->transparency != 1.0; |
406 | |
|
407 | 0 | GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS); |
408 | 0 | } |
409 | 0 | } |
410 | | |
411 | | /* |
412 | | * Search through node hierarchy and find the node containing the given meshID. |
413 | | * Returns true on success, and false otherwise. |
414 | | */ |
415 | 0 | bool FindMeshNode(Ref<Node> &nodeIn, Ref<Node> &meshNode, const std::string &meshID) { |
416 | 0 | for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) { |
417 | 0 | if (meshID.compare(nodeIn->meshes[i]->id) == 0) { |
418 | 0 | meshNode = nodeIn; |
419 | 0 | return true; |
420 | 0 | } |
421 | 0 | } |
422 | | |
423 | 0 | for (unsigned int i = 0; i < nodeIn->children.size(); ++i) { |
424 | 0 | if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) { |
425 | 0 | return true; |
426 | 0 | } |
427 | 0 | } |
428 | | |
429 | 0 | return false; |
430 | 0 | } |
431 | | |
432 | | /* |
433 | | * Find the root joint of the skeleton. |
434 | | * Starts will any joint node and traces up the tree, |
435 | | * until a parent is found that does not have a jointName. |
436 | | * Returns the first parent Ref<Node> found that does not have a jointName. |
437 | | */ |
438 | | Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef) |
439 | 0 | { |
440 | 0 | Ref<Node> startNodeRef; |
441 | 0 | Ref<Node> parentNodeRef; |
442 | | |
443 | | // Arbitrarily use the first joint to start the search. |
444 | 0 | startNodeRef = skinRef->jointNames[0]; |
445 | 0 | parentNodeRef = skinRef->jointNames[0]; |
446 | |
|
447 | 0 | do { |
448 | 0 | startNodeRef = parentNodeRef; |
449 | 0 | parentNodeRef = startNodeRef->parent; |
450 | 0 | } while (!parentNodeRef->jointName.empty()); |
451 | |
|
452 | 0 | return parentNodeRef; |
453 | 0 | } |
454 | | |
455 | | void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData) |
456 | 0 | { |
457 | 0 | if (aimesh->mNumBones < 1) { |
458 | 0 | return; |
459 | 0 | } |
460 | | |
461 | | // Store the vertex joint and weight data. |
462 | 0 | const size_t NumVerts( aimesh->mNumVertices ); |
463 | 0 | vec4* vertexJointData = new vec4[ NumVerts ]; |
464 | 0 | vec4* vertexWeightData = new vec4[ NumVerts ]; |
465 | 0 | int* jointsPerVertex = new int[ NumVerts ]; |
466 | 0 | for (size_t i = 0; i < NumVerts; ++i) { |
467 | 0 | jointsPerVertex[i] = 0; |
468 | 0 | for (size_t j = 0; j < 4; ++j) { |
469 | 0 | vertexJointData[i][j] = 0; |
470 | 0 | vertexWeightData[i][j] = 0; |
471 | 0 | } |
472 | 0 | } |
473 | |
|
474 | 0 | for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) { |
475 | 0 | const aiBone* aib = aimesh->mBones[idx_bone]; |
476 | | |
477 | | // aib->mName =====> skinRef->jointNames |
478 | | // Find the node with id = mName. |
479 | 0 | Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str()); |
480 | 0 | nodeRef->jointName = nodeRef->id; |
481 | |
|
482 | 0 | unsigned int jointNamesIndex = 0; |
483 | 0 | bool addJointToJointNames = true; |
484 | 0 | for ( unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) { |
485 | 0 | if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) { |
486 | 0 | addJointToJointNames = false; |
487 | 0 | jointNamesIndex = idx_joint; |
488 | 0 | } |
489 | 0 | } |
490 | |
|
491 | 0 | if (addJointToJointNames) { |
492 | 0 | skinRef->jointNames.push_back(nodeRef); |
493 | | |
494 | | // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices |
495 | 0 | aiMatrix4x4 tmpMatrix4; |
496 | 0 | CopyValue(aib->mOffsetMatrix, tmpMatrix4); |
497 | 0 | inverseBindMatricesData.push_back(tmpMatrix4); |
498 | 0 | jointNamesIndex = static_cast<unsigned int>(inverseBindMatricesData.size() - 1); |
499 | 0 | } |
500 | | |
501 | | // aib->mWeights =====> vertexWeightData |
502 | 0 | for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) { |
503 | 0 | unsigned int vertexId = aib->mWeights[idx_weights].mVertexId; |
504 | 0 | float vertWeight = aib->mWeights[idx_weights].mWeight; |
505 | | |
506 | | // A vertex can only have at most four joint weights. Ignore all others. |
507 | 0 | if (jointsPerVertex[vertexId] > 3) { |
508 | 0 | continue; |
509 | 0 | } |
510 | | |
511 | 0 | vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex); |
512 | 0 | vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight; |
513 | |
|
514 | 0 | jointsPerVertex[vertexId] += 1; |
515 | 0 | } |
516 | |
|
517 | 0 | } // End: for-loop mNumMeshes |
518 | |
|
519 | 0 | Mesh::Primitive& p = meshRef->primitives.back(); |
520 | 0 | Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); |
521 | 0 | if ( vertexJointAccessor ) { |
522 | 0 | p.attributes.joint.push_back( vertexJointAccessor ); |
523 | 0 | } |
524 | |
|
525 | 0 | Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); |
526 | 0 | if ( vertexWeightAccessor ) { |
527 | 0 | p.attributes.weight.push_back( vertexWeightAccessor ); |
528 | 0 | } |
529 | 0 | delete[] jointsPerVertex; |
530 | 0 | delete[] vertexWeightData; |
531 | 0 | delete[] vertexJointData; |
532 | 0 | } |
533 | | |
534 | | #if defined(__has_warning) |
535 | | #if __has_warning("-Wunused-but-set-variable") |
536 | | #pragma GCC diagnostic push |
537 | | #pragma GCC diagnostic ignored "-Wunused-but-set-variable" |
538 | | #endif |
539 | | #endif |
540 | | |
541 | | void glTFExporter::ExportMeshes() |
542 | 0 | { |
543 | | // Not for |
544 | | // using IndicesType = decltype(aiFace::mNumIndices); |
545 | | // But yes for |
546 | | // using IndicesType = unsigned short; |
547 | | // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification. |
548 | 0 | typedef unsigned short IndicesType; |
549 | | |
550 | | // Variables needed for compression. BEGIN. |
551 | | // Indices, not pointers - because pointer to buffer is changing while writing to it. |
552 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
553 | 0 | size_t idx_srcdata_begin = 0; // Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer. |
554 | 0 | size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals. |
555 | 0 | size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer. |
556 | 0 | #endif |
557 | 0 | std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer. |
558 | 0 | bool comp_allow;// Point that data of current mesh can be compressed. |
559 | | // Variables needed for compression. END. |
560 | |
|
561 | 0 | std::string fname = std::string(mFilename); |
562 | 0 | std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf")); |
563 | 0 | std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str()); |
564 | |
|
565 | 0 | Ref<Buffer> b = mAsset->GetBodyBuffer(); |
566 | 0 | if (!b) { |
567 | 0 | b = mAsset->buffers.Create(bufferId); |
568 | 0 | } |
569 | | |
570 | | //---------------------------------------- |
571 | | // Initialize variables for the skin |
572 | 0 | bool createSkin = false; |
573 | 0 | for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { |
574 | 0 | const aiMesh* aim = mScene->mMeshes[idx_mesh]; |
575 | 0 | if(aim->HasBones()) { |
576 | 0 | createSkin = true; |
577 | 0 | break; |
578 | 0 | } |
579 | 0 | } |
580 | |
|
581 | 0 | Ref<Skin> skinRef; |
582 | 0 | std::string skinName = mAsset->FindUniqueID("skin", "skin"); |
583 | 0 | std::vector<aiMatrix4x4> inverseBindMatricesData; |
584 | 0 | if(createSkin) { |
585 | 0 | skinRef = mAsset->skins.Create(skinName); |
586 | 0 | skinRef->name = skinName; |
587 | 0 | } |
588 | | //---------------------------------------- |
589 | |
|
590 | 0 | for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { |
591 | 0 | const aiMesh* aim = mScene->mMeshes[idx_mesh]; |
592 | | |
593 | | // Check if compressing requested and mesh can be encoded. |
594 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
595 | 0 | comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false); |
596 | | #else |
597 | | comp_allow = false; |
598 | | #endif |
599 | |
|
600 | 0 | if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0)) |
601 | 0 | { |
602 | 0 | idx_srcdata_tc.clear(); |
603 | 0 | idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS); |
604 | 0 | } |
605 | 0 | else |
606 | 0 | { |
607 | 0 | std::string msg; |
608 | |
|
609 | 0 | if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) |
610 | 0 | msg = "all primitives of the mesh must be a triangles."; |
611 | 0 | else |
612 | 0 | msg = "mesh must has vertices and faces."; |
613 | |
|
614 | 0 | ASSIMP_LOG_WARN("GLTF: can not use Open3DGC-compression: ", msg); |
615 | 0 | comp_allow = false; |
616 | 0 | } |
617 | |
|
618 | 0 | std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh"); |
619 | 0 | Ref<Mesh> m = mAsset->meshes.Create(meshId); |
620 | 0 | m->primitives.resize(1); |
621 | 0 | Mesh::Primitive& p = m->primitives.back(); |
622 | |
|
623 | 0 | p.material = mAsset->materials.Get(aim->mMaterialIndex); |
624 | | |
625 | | /******************* Vertices ********************/ |
626 | | // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored. |
627 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
628 | 0 | if(comp_allow) idx_srcdata_begin = b->byteLength; |
629 | 0 | #endif |
630 | |
|
631 | 0 | Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER); |
632 | 0 | if (v) p.attributes.position.push_back(v); |
633 | | |
634 | | /******************** Normals ********************/ |
635 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
636 | 0 | if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array. |
637 | 0 | #endif |
638 | |
|
639 | 0 | Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER); |
640 | 0 | if (n) p.attributes.normal.push_back(n); |
641 | | |
642 | | /************** Texture coordinates **************/ |
643 | 0 | for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { |
644 | | // Flip UV y coords |
645 | 0 | if (aim -> mNumUVComponents[i] > 1) { |
646 | 0 | for (unsigned int j = 0; j < aim->mNumVertices; ++j) { |
647 | 0 | aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y; |
648 | 0 | } |
649 | 0 | } |
650 | |
|
651 | 0 | if (aim->mNumUVComponents[i] > 0) { |
652 | 0 | AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3; |
653 | |
|
654 | 0 | if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array. |
655 | |
|
656 | 0 | Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER); |
657 | 0 | if (tc) p.attributes.texcoord.push_back(tc); |
658 | 0 | } |
659 | 0 | } |
660 | | |
661 | | /*************** Vertices indices ****************/ |
662 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
663 | 0 | idx_srcdata_ind = b->byteLength;// Store index of indices array. |
664 | 0 | #endif |
665 | |
|
666 | 0 | if (aim->mNumFaces > 0) { |
667 | 0 | std::vector<IndicesType> indices; |
668 | 0 | unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices; |
669 | 0 | indices.resize(aim->mNumFaces * nIndicesPerFace); |
670 | 0 | for (size_t i = 0; i < aim->mNumFaces; ++i) { |
671 | 0 | for (size_t j = 0; j < nIndicesPerFace; ++j) { |
672 | 0 | indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]); |
673 | 0 | } |
674 | 0 | } |
675 | |
|
676 | 0 | p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, BufferViewTarget_ELEMENT_ARRAY_BUFFER); |
677 | 0 | } |
678 | |
|
679 | 0 | switch (aim->mPrimitiveTypes) { |
680 | 0 | case aiPrimitiveType_POLYGON: |
681 | 0 | p.mode = PrimitiveMode_TRIANGLES; break; // TODO implement this |
682 | 0 | case aiPrimitiveType_LINE: |
683 | 0 | p.mode = PrimitiveMode_LINES; break; |
684 | 0 | case aiPrimitiveType_POINT: |
685 | 0 | p.mode = PrimitiveMode_POINTS; break; |
686 | 0 | default: // aiPrimitiveType_TRIANGLE |
687 | 0 | p.mode = PrimitiveMode_TRIANGLES; |
688 | 0 | } |
689 | | |
690 | | /*************** Skins ****************/ |
691 | 0 | if(aim->HasBones()) { |
692 | 0 | ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData); |
693 | 0 | } |
694 | | |
695 | | /****************** Compression ******************/ |
696 | | ///TODO: animation: weights, joints. |
697 | 0 | if(comp_allow) |
698 | 0 | { |
699 | 0 | #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC |
700 | | // Only one type of compression supported at now - Open3DGC. |
701 | | // |
702 | 0 | o3dgc::BinaryStream bs; |
703 | 0 | o3dgc::SC3DMCEncoder<IndicesType> encoder; |
704 | 0 | o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs; |
705 | 0 | o3dgc::SC3DMCEncodeParams comp_o3dgc_params; |
706 | | |
707 | | // |
708 | | // Fill data for encoder. |
709 | | // |
710 | | // Quantization |
711 | 0 | unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12); |
712 | 0 | unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10); |
713 | 0 | unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10); |
714 | | |
715 | | // Prediction |
716 | 0 | o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION; |
717 | 0 | o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION; |
718 | 0 | o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION; |
719 | | |
720 | | // IndexedFacesSet: "Crease angle", "solid", "convex" are set to default. |
721 | 0 | comp_o3dgc_ifs.SetCCW(true); |
722 | 0 | comp_o3dgc_ifs.SetIsTriangularMesh(true); |
723 | 0 | comp_o3dgc_ifs.SetNumFloatAttributes(0); |
724 | | // Coordinates |
725 | 0 | comp_o3dgc_params.SetCoordQuantBits(quant_coord); |
726 | 0 | comp_o3dgc_params.SetCoordPredMode(prediction_position); |
727 | 0 | comp_o3dgc_ifs.SetNCoord(aim->mNumVertices); |
728 | 0 | comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]); |
729 | | // Normals |
730 | 0 | if(idx_srcdata_normal != SIZE_MAX) |
731 | 0 | { |
732 | 0 | comp_o3dgc_params.SetNormalQuantBits(quant_normal); |
733 | 0 | comp_o3dgc_params.SetNormalPredMode(prediction_normal); |
734 | 0 | comp_o3dgc_ifs.SetNNormal(aim->mNumVertices); |
735 | 0 | comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]); |
736 | 0 | } |
737 | | |
738 | | // Texture coordinates |
739 | 0 | for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++) |
740 | 0 | { |
741 | 0 | size_t num = comp_o3dgc_ifs.GetNumFloatAttributes(); |
742 | |
|
743 | 0 | comp_o3dgc_params.SetFloatAttributeQuantBits(static_cast<unsigned long>(num), quant_texcoord); |
744 | 0 | comp_o3dgc_params.SetFloatAttributePredMode(static_cast<unsigned long>(num), prediction_texcoord); |
745 | 0 | comp_o3dgc_ifs.SetNFloatAttribute(static_cast<unsigned long>(num), aim->mNumVertices);// number of elements. |
746 | 0 | comp_o3dgc_ifs.SetFloatAttributeDim(static_cast<unsigned long>(num), aim->mNumUVComponents[num_tc]);// components per element: aiVector3D => x * float |
747 | 0 | comp_o3dgc_ifs.SetFloatAttributeType(static_cast<unsigned long>(num), o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD); |
748 | 0 | comp_o3dgc_ifs.SetFloatAttribute(static_cast<unsigned long>(num), (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]); |
749 | 0 | comp_o3dgc_ifs.SetNumFloatAttributes(static_cast<unsigned long>(num + 1)); |
750 | 0 | } |
751 | | |
752 | | // Coordinates indices |
753 | 0 | comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces); |
754 | 0 | comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]); |
755 | | // Prepare to encoding |
756 | 0 | comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes()); |
757 | 0 | if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true)) |
758 | 0 | comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY); |
759 | 0 | else |
760 | 0 | comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII); |
761 | |
|
762 | 0 | comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS); |
763 | | // |
764 | | // Encoding |
765 | | // |
766 | 0 | encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs); |
767 | | // Replace data in buffer. |
768 | 0 | b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize()); |
769 | | // |
770 | | // Add information about extension to mesh. |
771 | | // |
772 | | // Create extension structure. |
773 | 0 | Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC; |
774 | | |
775 | | // Fill it. |
776 | 0 | ext->Buffer = b->id; |
777 | 0 | ext->Offset = idx_srcdata_begin; |
778 | 0 | ext->Count = b->byteLength - idx_srcdata_begin; |
779 | 0 | ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary"); |
780 | 0 | ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3; |
781 | 0 | ext->VerticesCount = comp_o3dgc_ifs.GetNCoord(); |
782 | | // And assign to mesh. |
783 | 0 | m->Extension.push_back(ext); |
784 | 0 | #endif |
785 | 0 | }// if(comp_allow) |
786 | 0 | }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) |
787 | | |
788 | | //---------------------------------------- |
789 | | // Finish the skin |
790 | | // Create the Accessor for skinRef->inverseBindMatrices |
791 | 0 | if (createSkin) { |
792 | 0 | mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()]; |
793 | 0 | for ( unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) { |
794 | 0 | CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]); |
795 | 0 | } |
796 | |
|
797 | 0 | Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, static_cast<unsigned int>(inverseBindMatricesData.size()), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); |
798 | 0 | if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; |
799 | | |
800 | | // Identity Matrix =====> skinRef->bindShapeMatrix |
801 | | // Temporary. Hard-coded identity matrix here |
802 | 0 | skinRef->bindShapeMatrix.isPresent = true; |
803 | 0 | IdentityMatrix4(skinRef->bindShapeMatrix.value); |
804 | | |
805 | | // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node. |
806 | 0 | Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0)); |
807 | 0 | Ref<Node> meshNode; |
808 | 0 | std::string meshID = mAsset->meshes.Get(unsigned(0))->id; |
809 | 0 | FindMeshNode(rootNode, meshNode, meshID); |
810 | |
|
811 | 0 | Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef); |
812 | 0 | meshNode->skeletons.push_back(rootJoint); |
813 | 0 | meshNode->skin = skinRef; |
814 | 0 | } |
815 | 0 | } |
816 | | |
817 | | #if defined(__has_warning) |
818 | | #if __has_warning("-Wunused-but-set-variable") |
819 | | #pragma GCC diagnostic pop |
820 | | #endif |
821 | | #endif |
822 | | |
823 | | /* |
824 | | * Export the root node of the node hierarchy. |
825 | | * Calls ExportNode for all children. |
826 | | */ |
827 | | unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n) |
828 | 0 | { |
829 | 0 | Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); |
830 | |
|
831 | 0 | if (!n->mTransformation.IsIdentity(configEpsilon)) { |
832 | 0 | node->matrix.isPresent = true; |
833 | 0 | CopyValue(n->mTransformation, node->matrix.value); |
834 | 0 | } |
835 | |
|
836 | 0 | for (unsigned int i = 0; i < n->mNumMeshes; ++i) { |
837 | 0 | node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i])); |
838 | 0 | } |
839 | |
|
840 | 0 | for (unsigned int i = 0; i < n->mNumChildren; ++i) { |
841 | 0 | unsigned int idx = ExportNode(n->mChildren[i], node); |
842 | 0 | node->children.push_back(mAsset->nodes.Get(idx)); |
843 | 0 | } |
844 | |
|
845 | 0 | return node.GetIndex(); |
846 | 0 | } |
847 | | |
848 | | /* |
849 | | * Export node and recursively calls ExportNode for all children. |
850 | | * Since these nodes are not the root node, we also export the parent Ref<Node> |
851 | | */ |
852 | | unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent) |
853 | 0 | { |
854 | 0 | Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); |
855 | |
|
856 | 0 | node->parent = parent; |
857 | |
|
858 | 0 | if (!n->mTransformation.IsIdentity(configEpsilon)) { |
859 | 0 | node->matrix.isPresent = true; |
860 | 0 | CopyValue(n->mTransformation, node->matrix.value); |
861 | 0 | } |
862 | |
|
863 | 0 | for (unsigned int i = 0; i < n->mNumMeshes; ++i) { |
864 | 0 | node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i])); |
865 | 0 | } |
866 | |
|
867 | 0 | for (unsigned int i = 0; i < n->mNumChildren; ++i) { |
868 | 0 | unsigned int idx = ExportNode(n->mChildren[i], node); |
869 | 0 | node->children.push_back(mAsset->nodes.Get(idx)); |
870 | 0 | } |
871 | |
|
872 | 0 | return node.GetIndex(); |
873 | 0 | } |
874 | | |
875 | | |
876 | | void glTFExporter::ExportScene() |
877 | 0 | { |
878 | 0 | const char* sceneName = "defaultScene"; |
879 | 0 | Ref<Scene> scene = mAsset->scenes.Create(sceneName); |
880 | | |
881 | | // root node will be the first one exported (idx 0) |
882 | 0 | if (mAsset->nodes.Size() > 0) { |
883 | 0 | scene->nodes.push_back(mAsset->nodes.Get(0u)); |
884 | 0 | } |
885 | | |
886 | | // set as the default scene |
887 | 0 | mAsset->scene = scene; |
888 | 0 | } |
889 | | |
890 | | void glTFExporter::ExportMetadata() |
891 | 0 | { |
892 | 0 | glTF::AssetMetadata& asset = mAsset->asset; |
893 | 0 | asset.version = "1.0"; |
894 | |
|
895 | 0 | char buffer[256]; |
896 | 0 | ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)", |
897 | 0 | aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision()); |
898 | |
|
899 | 0 | asset.generator = buffer; |
900 | | |
901 | | // Copyright |
902 | 0 | aiString copyright_str; |
903 | 0 | if (mScene->mMetaData != nullptr && mScene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, copyright_str)) { |
904 | 0 | asset.copyright = copyright_str.C_Str(); |
905 | 0 | } |
906 | 0 | } |
907 | | |
908 | | inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond) |
909 | 0 | { |
910 | | // Loop over the data and check to see if it exactly matches an existing buffer. |
911 | | // If yes, then reference the existing corresponding accessor. |
912 | | // Otherwise, add to the buffer and create a new accessor. |
913 | |
|
914 | 0 | size_t counts[3] = { |
915 | 0 | nodeChannel->mNumPositionKeys, |
916 | 0 | nodeChannel->mNumScalingKeys, |
917 | 0 | nodeChannel->mNumRotationKeys, |
918 | 0 | }; |
919 | 0 | size_t numKeyframes = 1; |
920 | 0 | for (int i = 0; i < 3; ++i) { |
921 | 0 | if (counts[i] > numKeyframes) { |
922 | 0 | numKeyframes = counts[i]; |
923 | 0 | } |
924 | 0 | } |
925 | | |
926 | | //------------------------------------------------------- |
927 | | // Extract TIME parameter data. |
928 | | // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys. |
929 | 0 | if(nodeChannel->mNumPositionKeys > 0) { |
930 | 0 | typedef float TimeType; |
931 | 0 | std::vector<TimeType> timeData; |
932 | 0 | timeData.resize(numKeyframes); |
933 | 0 | for (size_t i = 0; i < numKeyframes; ++i) { |
934 | 0 | size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes; |
935 | | // mTime is measured in ticks, but GLTF time is measured in seconds, so convert. |
936 | | // Check if we have to cast type here. e.g. uint16_t() |
937 | 0 | timeData[i] = static_cast<float>(nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond); |
938 | 0 | } |
939 | |
|
940 | 0 | Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); |
941 | 0 | if (timeAccessor) animRef->Parameters.TIME = timeAccessor; |
942 | 0 | } |
943 | | |
944 | | //------------------------------------------------------- |
945 | | // Extract translation parameter data |
946 | 0 | if(nodeChannel->mNumPositionKeys > 0) { |
947 | 0 | C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes]; |
948 | 0 | for (size_t i = 0; i < numKeyframes; ++i) { |
949 | 0 | size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes; |
950 | 0 | translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue; |
951 | 0 | } |
952 | |
|
953 | 0 | Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); |
954 | 0 | if ( tranAccessor ) { |
955 | 0 | animRef->Parameters.translation = tranAccessor; |
956 | 0 | } |
957 | 0 | delete[] translationData; |
958 | 0 | } |
959 | | |
960 | | //------------------------------------------------------- |
961 | | // Extract scale parameter data |
962 | 0 | if(nodeChannel->mNumScalingKeys > 0) { |
963 | 0 | C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes]; |
964 | 0 | for (size_t i = 0; i < numKeyframes; ++i) { |
965 | 0 | size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes; |
966 | 0 | scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue; |
967 | 0 | } |
968 | |
|
969 | 0 | Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); |
970 | 0 | if ( scaleAccessor ) { |
971 | 0 | animRef->Parameters.scale = scaleAccessor; |
972 | 0 | } |
973 | 0 | delete[] scaleData; |
974 | 0 | } |
975 | | |
976 | | //------------------------------------------------------- |
977 | | // Extract rotation parameter data |
978 | 0 | if(nodeChannel->mNumRotationKeys > 0) { |
979 | 0 | vec4* rotationData = new vec4[numKeyframes]; |
980 | 0 | for (size_t i = 0; i < numKeyframes; ++i) { |
981 | 0 | size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes; |
982 | 0 | rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x; |
983 | 0 | rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y; |
984 | 0 | rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z; |
985 | 0 | rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w; |
986 | 0 | } |
987 | |
|
988 | 0 | Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, static_cast<unsigned int>(numKeyframes), rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); |
989 | 0 | if ( rotAccessor ) { |
990 | 0 | animRef->Parameters.rotation = rotAccessor; |
991 | 0 | } |
992 | 0 | delete[] rotationData; |
993 | 0 | } |
994 | 0 | } |
995 | | |
996 | | void glTFExporter::ExportAnimations() |
997 | 0 | { |
998 | 0 | Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0)); |
999 | |
|
1000 | 0 | for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { |
1001 | 0 | const aiAnimation* anim = mScene->mAnimations[i]; |
1002 | |
|
1003 | 0 | std::string nameAnim = "anim"; |
1004 | 0 | if (anim->mName.length > 0) { |
1005 | 0 | nameAnim = anim->mName.C_Str(); |
1006 | 0 | } |
1007 | |
|
1008 | 0 | for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { |
1009 | 0 | const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; |
1010 | | |
1011 | | // It appears that assimp stores this type of animation as multiple animations. |
1012 | | // where each aiNodeAnim in mChannels animates a specific node. |
1013 | 0 | std::string name = nameAnim + "_" + ai_to_string(channelIndex); |
1014 | 0 | name = mAsset->FindUniqueID(name, "animation"); |
1015 | 0 | Ref<Animation> animRef = mAsset->animations.Create(name); |
1016 | | |
1017 | | /******************* Parameters ********************/ |
1018 | 0 | ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, static_cast<float>(anim->mTicksPerSecond)); |
1019 | |
|
1020 | 0 | for (unsigned int j = 0; j < 3; ++j) { |
1021 | 0 | std::string channelType; |
1022 | 0 | int channelSize=0; |
1023 | 0 | switch (j) { |
1024 | 0 | case 0: |
1025 | 0 | channelType = "rotation"; |
1026 | 0 | channelSize = nodeChannel->mNumRotationKeys; |
1027 | 0 | break; |
1028 | 0 | case 1: |
1029 | 0 | channelType = "scale"; |
1030 | 0 | channelSize = nodeChannel->mNumScalingKeys; |
1031 | 0 | break; |
1032 | 0 | case 2: |
1033 | 0 | channelType = "translation"; |
1034 | 0 | channelSize = nodeChannel->mNumPositionKeys; |
1035 | 0 | break; |
1036 | 0 | } |
1037 | | |
1038 | 0 | if (channelSize < 1) { continue; } |
1039 | | |
1040 | 0 | Animation::AnimChannel tmpAnimChannel; |
1041 | 0 | Animation::AnimSampler tmpAnimSampler; |
1042 | |
|
1043 | 0 | tmpAnimChannel.sampler = name + "_" + channelType; |
1044 | 0 | tmpAnimChannel.target.path = channelType; |
1045 | 0 | tmpAnimSampler.output = channelType; |
1046 | 0 | tmpAnimSampler.id = name + "_" + channelType; |
1047 | |
|
1048 | 0 | tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); |
1049 | |
|
1050 | 0 | tmpAnimSampler.input = "TIME"; |
1051 | 0 | tmpAnimSampler.interpolation = "LINEAR"; |
1052 | |
|
1053 | 0 | animRef->Channels.push_back(tmpAnimChannel); |
1054 | 0 | animRef->Samplers.push_back(tmpAnimSampler); |
1055 | 0 | } |
1056 | |
|
1057 | 0 | } |
1058 | | |
1059 | | // Assimp documentation staes this is not used (not implemented) |
1060 | | // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { |
1061 | | // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; |
1062 | | // } |
1063 | |
|
1064 | 0 | } // End: for-loop mNumAnimations |
1065 | 0 | } |
1066 | | |
1067 | | |
1068 | | #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER |
1069 | | #endif // ASSIMP_BUILD_NO_EXPORT |