Just the functional assimp lib rather than the entire assimp repository unnecessarily.

This commit is contained in:
Areloch 2019-02-28 16:37:15 -06:00
parent 0f7641a282
commit e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions

View file

@ -2,8 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -43,18 +42,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#include "glTF2Importer.h"
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include "StringComparison.h"
#include "StringUtils.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/CreateAnimMesh.h>
#include <memory>
#include <unordered_map>
#include "MakeVerboseFormat.h"
@ -67,13 +64,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
using namespace glTF2;
namespace {
// generate bitangents from normals and tangents according to spec
struct Tangent {
aiVector3D xyz;
ai_real w;
};
} // namespace
//
// glTF2Importer
@ -109,38 +99,27 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
return &desc;
}
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string &extension = GetExtension(pFile);
if (extension != "gltf" && extension != "glb")
return false;
if (pIOHandler) {
if (checkSig && pIOHandler) {
glTF2::Asset asset(pIOHandler);
asset.Load(pFile, extension == "glb");
std::string version = asset.asset.version;
return !version.empty() && version[0] == '2';
try {
asset.Load(pFile, extension == "glb");
std::string version = asset.asset.version;
return !version.empty() && version[0] == '2';
} catch (...) {
return false;
}
}
return false;
}
static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
{
switch (gltfWrapMode) {
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
case SamplerWrap::Clamp_To_Edge:
return aiTextureMapMode_Clamp;
case SamplerWrap::UNSET:
case SamplerWrap::Repeat:
default:
return aiTextureMapMode_Wrap;
}
}
//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
//{
@ -218,10 +197,8 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
mat->AddProperty(&sampler->wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
mat->AddProperty(&sampler->wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
if (sampler->magFilter != SamplerMagFilter::UNSET) {
mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
@ -234,94 +211,63 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
}
}
static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
{
aiMaterial* aimat = new aiMaterial();
if (!mat.name.empty()) {
aiString str(mat.name);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
roughnessAsShininess *= roughnessAsShininess * 1000;
aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
aiString alphaMode(mat.alphaMode);
aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
//pbrSpecularGlossiness
if (mat.pbrSpecularGlossiness.isPresent) {
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
}
if (mat.unlit) {
aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
}
return aimat;
}
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
{
const unsigned int numImportedMaterials = unsigned(r.materials.Size());
Material defaultMaterial;
mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mNumMaterials = unsigned(r.materials.Size());
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < numImportedMaterials; ++i) {
mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
Material& mat = r.materials[i];
if (!mat.name.empty()) {
aiString str(mat.name);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
aiString alphaMode(mat.alphaMode);
aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
//pbrSpecularGlossiness
if (mat.pbrSpecularGlossiness.isPresent) {
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
}
}
}
@ -422,7 +368,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
// only extract tangents if normals are present
if (attr.tangent.size() > 0 && attr.tangent[0]) {
// generate bitangents from normals and tangents according to spec
Tangent *tangents = nullptr;
struct Tangent
{
aiVector3D xyz;
ai_real w;
} *tangents = nullptr;
attr.tangent[0]->ExtractData(tangents);
@ -434,17 +384,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
}
delete [] tangents;
delete tangents;
}
}
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
if (attr.texcoord[tc]->count != aim->mNumVertices) {
DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
"\" does not match the vertex count");
continue;
}
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
@ -454,57 +398,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
}
}
std::vector<Mesh::Primitive::Target>& targets = prim.targets;
if (targets.size() > 0) {
aim->mNumAnimMeshes = (unsigned int)targets.size();
aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
for (size_t i = 0; i < targets.size(); i++) {
aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
Mesh::Primitive::Target& target = targets[i];
if (target.position.size() > 0) {
aiVector3D *positionDiff = nullptr;
target.position[0]->ExtractData(positionDiff);
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
}
delete [] positionDiff;
}
if (target.normal.size() > 0) {
aiVector3D *normalDiff = nullptr;
target.normal[0]->ExtractData(normalDiff);
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
}
delete [] normalDiff;
}
if (target.tangent.size() > 0) {
Tangent *tangent = nullptr;
attr.tangent[0]->ExtractData(tangent);
aiVector3D *tangentDiff = nullptr;
target.tangent[0]->ExtractData(tangentDiff);
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
tangent[vertexId].xyz += tangentDiff[vertexId];
aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
}
delete [] tangent;
delete [] tangentDiff;
}
if (mesh.weights.size() > i) {
aiAnimMesh.mWeight = mesh.weights[i];
}
}
}
aiFace* faces = 0;
unsigned int nFaces = 0;
if (prim.indices) {
aiFace* faces = 0;
unsigned int nFaces = 0;
unsigned int count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer();
@ -554,18 +452,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0)
{
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
}
else
{
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
}
break;
}
@ -573,100 +462,23 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
for (unsigned int i = 1; i < nFaces; ++i) {
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
}
break;
}
}
else { // no indices provided so directly generate from counts
// use the already determined count as it includes checks
unsigned int count = aim->mNumVertices;
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], i);
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
}
break;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i+1) % 2 == 0)
{
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], i+1, i, i+2);
}
else
{
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], i, i+1, i+2);
}
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 1; i < nFaces; ++i) {
SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
}
break;
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
}
}
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
}
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
}
else {
aim->mMaterialIndex = mScene->mNumMaterials - 1;
}
}
}
@ -687,9 +499,6 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
// cameras point in -Z by default, rest is specified in node transform
aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
if (cam.type == Camera::Perspective) {
aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
@ -703,7 +512,26 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
}
}
static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
{
Node& node = *ptr;
std::string nameOrId = node.name.empty() ? node.id : node.name;
aiNode* ainode = new aiNode(nameOrId);
if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode*[ainode->mNumChildren];
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
child->mParent = ainode;
ainode->mChildren[i] = child;
}
}
aiMatrix4x4& matrix = ainode->mTransformation;
if (node.matrix.isPresent) {
CopyValue(node.matrix.value, matrix);
}
@ -730,110 +558,23 @@ static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
matrix = matrix * s;
}
}
}
static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<aiVertexWeight>>& map)
{
Mesh::Primitive::Attributes& attr = mesh->primitives[0].attributes;
if (attr.weight.empty() || attr.joint.empty()) {
return;
}
if (attr.weight[0]->count != attr.joint[0]->count) {
return;
}
const int num_vertices = attr.weight[0]->count;
struct Weights { float values[4]; };
struct Indices { uint8_t values[4]; };
Weights* weights = nullptr;
Indices* indices = nullptr;
attr.weight[0]->ExtractData(weights);
attr.joint[0]->ExtractData(indices);
for (int i = 0; i < num_vertices; ++i) {
for (int j = 0; j < 4; ++j) {
const unsigned int bone = indices[i].values[j];
const float weight = weights[i].values[j];
if (weight > 0 && bone < map.size()) {
map[bone].reserve(8);
map[bone].emplace_back(i, weight);
}
}
}
delete[] weights;
delete[] indices;
}
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
{
Node& node = *ptr;
std::string nameOrId = node.name.empty() ? node.id : node.name;
aiNode* ainode = new aiNode(nameOrId);
if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode*[ainode->mNumChildren];
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
child->mParent = ainode;
ainode->mChildren[i] = child;
}
}
GetNodeTransform(ainode->mTransformation, node);
if (!node.meshes.empty()) {
// GLTF files contain at most 1 mesh per node.
assert(node.meshes.size() == 1);
int mesh_idx = node.meshes[0].GetIndex();
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
int count = 0;
for (size_t i = 0; i < node.meshes.size(); ++i) {
int idx = node.meshes[i].GetIndex();
count += meshOffsets[idx + 1] - meshOffsets[idx];
}
ainode->mNumMeshes = count;
ainode->mMeshes = new unsigned int[count];
if (node.skin) {
aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]];
mesh->mNumBones = node.skin->jointNames.size();
mesh->mBones = new aiBone*[mesh->mNumBones];
// GLTF and Assimp choose to store bone weights differently.
// GLTF has each vertex specify which bones influence the vertex.
// Assimp has each bone specify which vertices it has influence over.
// To convert this data, we first read over the vertex data and pull
// out the bone-to-vertex mapping. Then, when creating the aiBones,
// we copy the bone-to-vertex mapping into the bone. This is unfortunate
// both because it's somewhat slow and because, for many applications,
// we then need to reconvert the data back into the vertex-to-bone
// mapping which makes things doubly-slow.
std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
BuildVertexWeightMapping(node.meshes[0], weighting);
for (size_t i = 0; i < mesh->mNumBones; ++i) {
aiBone* bone = new aiBone();
Ref<Node> joint = node.skin->jointNames[i];
bone->mName = joint->name;
GetNodeTransform(bone->mOffsetMatrix, *joint);
std::vector<aiVertexWeight>& weights = weighting[i];
bone->mNumWeights = weights.size();
if (bone->mNumWeights > 0) {
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
}
mesh->mBones[i] = bone;
}
}
int k = 0;
for (unsigned int j = meshOffsets[mesh_idx]; j < meshOffsets[mesh_idx + 1]; ++j, ++k) {
ainode->mMeshes[k] = j;
for (size_t i = 0; i < node.meshes.size(); ++i) {
int idx = node.meshes[i].GetIndex();
for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
ainode->mMeshes[k] = j;
}
}
}
@ -871,151 +612,6 @@ void glTF2Importer::ImportNodes(glTF2::Asset& r)
//}
}
struct AnimationSamplers {
AnimationSamplers() : translation(nullptr), rotation(nullptr), scale(nullptr) {}
Animation::Sampler* translation;
Animation::Sampler* rotation;
Animation::Sampler* scale;
};
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
{
aiNodeAnim* anim = new aiNodeAnim();
anim->mNodeName = node.name;
static const float kMillisecondsFromSeconds = 1000.f;
if (samplers.translation) {
float* times = nullptr;
samplers.translation->input->ExtractData(times);
aiVector3D* values = nullptr;
samplers.translation->output->ExtractData(values);
anim->mNumPositionKeys = samplers.translation->input->count;
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mPositionKeys[i].mValue = values[i];
}
delete[] times;
delete[] values;
} else if (node.translation.isPresent) {
anim->mNumPositionKeys = 1;
anim->mPositionKeys = new aiVectorKey();
anim->mPositionKeys->mTime = 0.f;
anim->mPositionKeys->mValue.x = node.translation.value[0];
anim->mPositionKeys->mValue.y = node.translation.value[1];
anim->mPositionKeys->mValue.z = node.translation.value[2];
}
if (samplers.rotation) {
float* times = nullptr;
samplers.rotation->input->ExtractData(times);
aiQuaternion* values = nullptr;
samplers.rotation->output->ExtractData(values);
anim->mNumRotationKeys = samplers.rotation->input->count;
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mRotationKeys[i].mValue.x = values[i].w;
anim->mRotationKeys[i].mValue.y = values[i].x;
anim->mRotationKeys[i].mValue.z = values[i].y;
anim->mRotationKeys[i].mValue.w = values[i].z;
}
delete[] times;
delete[] values;
} else if (node.rotation.isPresent) {
anim->mNumRotationKeys = 1;
anim->mRotationKeys = new aiQuatKey();
anim->mRotationKeys->mTime = 0.f;
anim->mRotationKeys->mValue.x = node.rotation.value[0];
anim->mRotationKeys->mValue.y = node.rotation.value[1];
anim->mRotationKeys->mValue.z = node.rotation.value[2];
anim->mRotationKeys->mValue.w = node.rotation.value[3];
}
if (samplers.scale) {
float* times = nullptr;
samplers.scale->input->ExtractData(times);
aiVector3D* values = nullptr;
samplers.scale->output->ExtractData(values);
anim->mNumScalingKeys = samplers.scale->input->count;
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mScalingKeys[i].mValue = values[i];
}
delete[] times;
delete[] values;
} else if (node.scale.isPresent) {
anim->mNumScalingKeys = 1;
anim->mScalingKeys = new aiVectorKey();
anim->mScalingKeys->mTime = 0.f;
anim->mScalingKeys->mValue.x = node.scale.value[0];
anim->mScalingKeys->mValue.y = node.scale.value[1];
anim->mScalingKeys->mValue.z = node.scale.value[2];
}
return anim;
}
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
{
std::unordered_map<unsigned int, AnimationSamplers> samplers;
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
Animation::Channel& channel = anim.channels[c];
if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
continue;
}
const unsigned int node_index = channel.target.node.GetIndex();
AnimationSamplers& sampler = samplers[node_index];
if (channel.target.path == AnimationPath_TRANSLATION) {
sampler.translation = &anim.samplers[channel.sampler];
} else if (channel.target.path == AnimationPath_ROTATION) {
sampler.rotation = &anim.samplers[channel.sampler];
} else if (channel.target.path == AnimationPath_SCALE) {
sampler.scale = &anim.samplers[channel.sampler];
}
}
return samplers;
}
void glTF2Importer::ImportAnimations(glTF2::Asset& r)
{
if (!r.scene) return;
mScene->mNumAnimations = r.animations.Size();
if (mScene->mNumAnimations == 0) {
return;
}
mScene->mAnimations = new aiAnimation*[mScene->mNumAnimations];
for (unsigned int i = 0; i < r.animations.Size(); ++i) {
Animation& anim = r.animations[i];
aiAnimation* ai_anim = new aiAnimation();
ai_anim->mName = anim.name;
ai_anim->mDuration = 0;
ai_anim->mTicksPerSecond = 0;
std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
ai_anim->mNumChannels = r.skins[0].jointNames.size();
if (ai_anim->mNumChannels > 0) {
ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
int j = 0;
for (auto& iter : r.skins[0].jointNames) {
ai_anim->mChannels[j] = CreateNodeAnim(r, *iter, samplers[iter.GetIndex()]);
++j;
}
}
mScene->mAnimations[i] = ai_anim;
}
}
void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
{
embeddedTexIdxs.resize(r.images.Size(), -1);
@ -1033,7 +629,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {
Image &img = r.images[i];
Image img = r.images[i];
if (!img.HasData()) continue;
int idx = mScene->mNumTextures++;
@ -1083,7 +679,11 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
ImportNodes(asset);
ImportAnimations(asset);
// TODO: it does not split the loaded vertices, should it?
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
MakeVerboseFormatProcess process;
process.Execute(pScene);
if (pScene->mNumMeshes == 0) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;