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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 22:35:37 +00:00
* Adjustment: Update Assimp version to 5.0.1.
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14ebeaf3eb
commit
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679 changed files with 50502 additions and 19698 deletions
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -46,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "glTF/glTFAssetWriter.h"
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#include "PostProcessing/SplitLargeMeshes.h"
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#include <assimp/commonMetaData.h>
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#include <assimp/Exceptional.h>
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#include <assimp/StringComparison.h>
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#include <assimp/ByteSwapper.h>
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@ -59,7 +58,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Header files, standard library.
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#include <memory>
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#include <limits>
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#include <inttypes.h>
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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@ -100,16 +98,17 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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{
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aiScene* sceneCopy_tmp;
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SceneCombiner::CopyScene(&sceneCopy_tmp, pScene);
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aiScene *sceneCopy(sceneCopy_tmp);
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SplitLargeMeshesProcess_Triangle tri_splitter;
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tri_splitter.SetLimit(0xffff);
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tri_splitter.Execute(sceneCopy_tmp);
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tri_splitter.Execute(sceneCopy);
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SplitLargeMeshesProcess_Vertex vert_splitter;
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vert_splitter.SetLimit(0xffff);
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vert_splitter.Execute(sceneCopy_tmp);
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vert_splitter.Execute(sceneCopy);
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mScene.reset(sceneCopy_tmp);
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mScene = sceneCopy;
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mAsset.reset( new glTF::Asset( pIOSystem ) );
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@ -160,7 +159,10 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
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{
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memcpy(&o, &v, sizeof(aiMatrix4x4));
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o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
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o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
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o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
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o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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}
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static void IdentityMatrix4(glTF::mat4& o)
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@ -171,64 +173,9 @@ static void IdentityMatrix4(glTF::mat4& o)
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o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
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}
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template<typename T>
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void SetAccessorRange(Ref<Accessor> acc, void* data, unsigned int count,
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unsigned int numCompsIn, unsigned int numCompsOut)
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inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
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unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
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{
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ai_assert(numCompsOut <= numCompsIn);
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// Allocate and initialize with large values.
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for (unsigned int i = 0 ; i < numCompsOut ; i++) {
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acc->min.push_back( std::numeric_limits<double>::max());
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acc->max.push_back(-std::numeric_limits<double>::max());
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}
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size_t totalComps = count * numCompsIn;
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T* buffer_ptr = static_cast<T*>(data);
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T* buffer_end = buffer_ptr + totalComps;
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// Search and set extreme values.
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for (; buffer_ptr < buffer_end ; buffer_ptr += numCompsIn) {
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for (unsigned int j = 0 ; j < numCompsOut ; j++) {
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double valueTmp = buffer_ptr[j];
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if (valueTmp < acc->min[j]) {
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acc->min[j] = valueTmp;
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}
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if (valueTmp > acc->max[j]) {
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acc->max[j] = valueTmp;
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}
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}
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}
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}
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inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* data,
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unsigned int count, unsigned int numCompsIn, unsigned int numCompsOut)
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{
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switch (compType) {
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case ComponentType_SHORT:
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SetAccessorRange<short>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_SHORT:
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SetAccessorRange<unsigned short>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_INT:
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SetAccessorRange<unsigned int>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_FLOAT:
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SetAccessorRange<float>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_BYTE:
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SetAccessorRange<int8_t>(acc, data, count, numCompsIn, numCompsOut);
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return;
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case ComponentType_UNSIGNED_BYTE:
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SetAccessorRange<uint8_t>(acc, data, count, numCompsIn, numCompsOut);
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return;
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}
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}
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inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
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unsigned int count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) {
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if (!count || !data) return Ref<Accessor>();
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unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
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@ -247,7 +194,7 @@ inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &bu
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bv->buffer = buffer;
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bv->byteOffset = unsigned(offset);
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bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
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bv->target = target;
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bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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@ -259,7 +206,33 @@ inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &bu
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acc->type = typeOut;
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// calculate min and max values
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SetAccessorRange(compType, acc, data, count, numCompsIn, numCompsOut);
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{
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// Allocate and initialize with large values.
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float float_MAX = 10000000000000.0f;
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for (unsigned int i = 0 ; i < numCompsOut ; i++) {
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acc->min.push_back( float_MAX);
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acc->max.push_back(-float_MAX);
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}
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// Search and set extreme values.
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float valueTmp;
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for (unsigned int i = 0 ; i < count ; i++) {
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for (unsigned int j = 0 ; j < numCompsOut ; j++) {
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if (numCompsOut == 1) {
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valueTmp = static_cast<unsigned short*>(data)[i];
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} else {
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valueTmp = static_cast<aiVector3D*>(data)[i][j];
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}
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if (valueTmp < acc->min[j]) {
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acc->min[j] = valueTmp;
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}
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if (valueTmp > acc->max[j]) {
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acc->max[j] = valueTmp;
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}
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}
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}
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}
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// copy the data
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acc->WriteData(count, data, numCompsIn*bytesPerComp);
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@ -348,8 +321,6 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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if (path[0] == '*') { // embedded
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aiTexture* tex = mScene->mTextures[atoi(&path[1])];
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prop.texture->source->name = tex->mFilename.C_Str();
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uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
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prop.texture->source->SetData(data, tex->mWidth, *mAsset);
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@ -612,13 +583,13 @@ void glTFExporter::ExportMeshes()
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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if(comp_allow) idx_srcdata_begin = b->byteLength;
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (v) p.attributes.position.push_back(v);
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/******************** Normals ********************/
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if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (n) p.attributes.normal.push_back(n);
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/************** Texture coordinates **************/
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@ -635,7 +606,7 @@ void glTFExporter::ExportMeshes()
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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@ -653,7 +624,7 @@ void glTFExporter::ExportMeshes()
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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}
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switch (aim->mPrimitiveTypes) {
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@ -867,16 +838,10 @@ void glTFExporter::ExportMetadata()
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asset.version = "1.0";
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char buffer[256];
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ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
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ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
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aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
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asset.generator = buffer;
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// Copyright
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aiString copyright_str;
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if (mScene->mMetaData != nullptr && mScene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, copyright_str)) {
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asset.copyright = copyright_str.C_Str();
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}
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}
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inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond)
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