Torque3D/Engine/lib/assimp/code/glTF/glTFImporter.cpp
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00

762 lines
26 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#include "glTF/glTFImporter.h"
#include "glTF/glTFAsset.h"
#include "glTF/glTFAssetWriter.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include <assimp/StringComparison.h>
#include <assimp/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/commonMetaData.h>
#include <memory>
using namespace Assimp;
using namespace glTF;
//
// glTFImporter
//
static const aiImporterDesc desc = {
"glTF Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
| aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
0,
"gltf glb"
};
glTFImporter::glTFImporter()
: BaseImporter()
, meshOffsets()
, embeddedTexIdxs()
, mScene( nullptr ) {
// empty
}
glTFImporter::~glTFImporter() {
// empty
}
const aiImporterDesc* glTFImporter::GetInfo() const {
return &desc;
}
bool glTFImporter::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) {
glTF::Asset asset(pIOHandler);
try {
asset.Load(pFile, extension == "glb");
std::string version = asset.asset.version;
return !version.empty() && version[0] == '1';
} catch (...) {
return false;
}
}
return false;
}
inline
void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx) {
if (prop.texture) {
if (prop.texture->source) {
aiString uri(prop.texture->source->uri);
int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
if (texIdx != -1) { // embedded
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
uri.data[0] = '*';
uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
}
mat->AddProperty(&uri, _AI_MATKEY_TEXTURE_BASE, texType, 0);
}
} else {
aiColor4D col;
CopyValue(prop.color, col);
mat->AddProperty(&col, 1, pKey, type, idx);
}
}
void glTFImporter::ImportMaterials(glTF::Asset& r) {
mScene->mNumMaterials = unsigned(r.materials.Size());
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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.id /*mat.name*/);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
if (mat.transparent && (mat.transparency != 1.0f)) {
aimat->AddProperty(&mat.transparency, 1, AI_MATKEY_OPACITY);
}
if (mat.shininess > 0.f) {
aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
}
}
if (mScene->mNumMaterials == 0) {
mScene->mNumMaterials = 1;
// Delete the array of length zero created above.
delete[] mScene->mMaterials;
mScene->mMaterials = new aiMaterial*[1];
mScene->mMaterials[0] = new aiMaterial();
}
}
static inline void SetFace(aiFace& face, int a)
{
face.mNumIndices = 1;
face.mIndices = new unsigned int[1];
face.mIndices[0] = a;
}
static inline void SetFace(aiFace& face, int a, int b)
{
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = a;
face.mIndices[1] = b;
}
static inline void SetFace(aiFace& face, int a, int b, int c)
{
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = a;
face.mIndices[1] = b;
face.mIndices[2] = c;
}
#ifdef ASSIMP_BUILD_DEBUG
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
{
for (unsigned i = 0; i < nFaces; ++i) {
for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
unsigned idx = faces[i].mIndices[j];
if (idx >= nVerts)
return false;
}
}
return true;
}
#endif // ASSIMP_BUILD_DEBUG
void glTFImporter::ImportMeshes(glTF::Asset& r)
{
std::vector<aiMesh*> meshes;
unsigned int k = 0;
meshOffsets.clear();
for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
Mesh& mesh = r.meshes[m];
// Check if mesh extensions is used
if(mesh.Extension.size() > 0)
{
for(Mesh::SExtension* cur_ext : mesh.Extension)
{
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
{
// Limitations for meshes when using Open3DGC-compression.
// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
// of primitive must point to one continuous region of the buffer.
if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
buf->EncodedRegion_SetCurrent(mesh.id);
}
else
#endif
{
throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
"\"), only Open3DGC is supported.");
}
}
}// if(mesh.Extension.size() > 0)
meshOffsets.push_back(k);
k += unsigned(mesh.primitives.size());
for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
Mesh::Primitive& prim = mesh.primitives[p];
aiMesh* aim = new aiMesh();
meshes.push_back(aim);
aim->mName = mesh.id;
if (mesh.primitives.size() > 1) {
ai_uint32& len = aim->mName.length;
aim->mName.data[len] = '-';
len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
}
switch (prim.mode) {
case PrimitiveMode_POINTS:
aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case PrimitiveMode_LINES:
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP:
aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case PrimitiveMode_TRIANGLES:
case PrimitiveMode_TRIANGLE_STRIP:
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
}
Mesh::Primitive::Attributes& attr = prim.attributes;
if (attr.position.size() > 0 && attr.position[0]) {
aim->mNumVertices = attr.position[0]->count;
attr.position[0]->ExtractData(aim->mVertices);
}
if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
aiVector3D* values = aim->mTextureCoords[tc];
for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
values[i].y = 1 - values[i].y; // Flip Y coords
}
}
aiFace* faces = 0;
unsigned int nFaces = 0;
if (prim.indices) {
unsigned int count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer();
ai_assert(data.IsValid());
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], data.GetUInt(i));
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(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], data.GetUInt(0), data.GetUInt(1));
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(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;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
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;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
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[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;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 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;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 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];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
}
break;
}
}
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
}
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
}
}
}
meshOffsets.push_back(k);
CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
}
void glTFImporter::ImportCameras(glTF::Asset& r) {
if (!r.cameras.Size()) {
return;
}
mScene->mNumCameras = r.cameras.Size();
mScene->mCameras = new aiCamera*[r.cameras.Size()];
for (size_t i = 0; i < r.cameras.Size(); ++i) {
Camera& cam = r.cameras[i];
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
if (cam.type == Camera::Perspective) {
aicam->mAspect = cam.perspective.aspectRatio;
aicam->mHorizontalFOV = cam.perspective.yfov * ((aicam->mAspect == 0.f) ? 1.f : aicam->mAspect);
aicam->mClipPlaneFar = cam.perspective.zfar;
aicam->mClipPlaneNear = cam.perspective.znear;
} else {
aicam->mClipPlaneFar = cam.ortographic.zfar;
aicam->mClipPlaneNear = cam.ortographic.znear;
aicam->mHorizontalFOV = 0.0;
aicam->mAspect = 1.0f;
if (0.f != cam.ortographic.ymag) {
aicam->mAspect = cam.ortographic.xmag / cam.ortographic.ymag;
}
}
}
}
void glTFImporter::ImportLights(glTF::Asset& r)
{
if (!r.lights.Size()) return;
mScene->mNumLights = r.lights.Size();
mScene->mLights = new aiLight*[r.lights.Size()];
for (size_t i = 0; i < r.lights.Size(); ++i) {
Light& l = r.lights[i];
aiLight* ail = mScene->mLights[i] = new aiLight();
switch (l.type) {
case Light::Type_directional:
ail->mType = aiLightSource_DIRECTIONAL; break;
case Light::Type_spot:
ail->mType = aiLightSource_SPOT; break;
case Light::Type_ambient:
ail->mType = aiLightSource_AMBIENT; break;
default: // Light::Type_point
ail->mType = aiLightSource_POINT; break;
}
CopyValue(l.color, ail->mColorAmbient);
CopyValue(l.color, ail->mColorDiffuse);
CopyValue(l.color, ail->mColorSpecular);
ail->mAngleOuterCone = l.falloffAngle;
ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
ail->mAttenuationConstant = l.constantAttenuation;
ail->mAttenuationLinear = l.linearAttenuation;
ail->mAttenuationQuadratic = l.quadraticAttenuation;
}
}
aiNode* ImportNode(aiScene* pScene, glTF::Asset& r, std::vector<unsigned int>& meshOffsets, glTF::Ref<glTF::Node>& ptr)
{
Node& node = *ptr;
aiNode* ainode = new aiNode(node.id);
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);
}
else {
if (node.translation.isPresent) {
aiVector3D trans;
CopyValue(node.translation.value, trans);
aiMatrix4x4 t;
aiMatrix4x4::Translation(trans, t);
matrix = t * matrix;
}
if (node.scale.isPresent) {
aiVector3D scal(1.f);
CopyValue(node.scale.value, scal);
aiMatrix4x4 s;
aiMatrix4x4::Scaling(scal, s);
matrix = s * matrix;
}
if (node.rotation.isPresent) {
aiQuaternion rot;
CopyValue(node.rotation.value, rot);
matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
}
}
if (!node.meshes.empty()) {
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];
int k = 0;
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;
}
}
}
if (node.camera) {
pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
}
if (node.light) {
pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
}
return ainode;
}
void glTFImporter::ImportNodes(glTF::Asset& r)
{
if (!r.scene) return;
std::vector< Ref<Node> > rootNodes = r.scene->nodes;
// The root nodes
unsigned int numRootNodes = unsigned(rootNodes.size());
if (numRootNodes == 1) { // a single root node: use it
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
}
else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode* root = new aiNode("ROOT");
root->mChildren = new aiNode*[numRootNodes];
for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
node->mParent = root;
root->mChildren[root->mNumChildren++] = node;
}
mScene->mRootNode = root;
}
//if (!mScene->mRootNode) {
// mScene->mRootNode = new aiNode("EMPTY");
//}
}
void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
{
embeddedTexIdxs.resize(r.images.Size(), -1);
int numEmbeddedTexs = 0;
for (size_t i = 0; i < r.images.Size(); ++i) {
if (r.images[i].HasData())
numEmbeddedTexs += 1;
}
if (numEmbeddedTexs == 0)
return;
mScene->mTextures = new aiTexture*[numEmbeddedTexs];
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {
Image &img = r.images[i];
if (!img.HasData()) continue;
int idx = mScene->mNumTextures++;
embeddedTexIdxs[i] = idx;
aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
size_t length = img.GetDataLength();
void* data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel*>(data);
if (!img.mimeType.empty()) {
const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
if (ext) {
if (strcmp(ext, "jpeg") == 0) ext = "jpg";
size_t len = strlen(ext);
if (len <= 3) {
strcpy(tex->achFormatHint, ext);
}
}
}
}
}
void glTFImporter::ImportCommonMetadata(glTF::Asset& a)
{
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
const bool hasGenerator = !a.asset.generator.empty();
const bool hasCopyright = !a.asset.copyright.empty();
if (hasVersion || hasGenerator || hasCopyright)
{
mScene->mMetaData = new aiMetadata;
if (hasVersion)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version));
}
if (hasGenerator)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator));
}
if (hasCopyright)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_COPYRIGHT, aiString(a.asset.copyright));
}
}
}
void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
// clean all member arrays
meshOffsets.clear();
embeddedTexIdxs.clear();
this->mScene = pScene;
// read the asset file
glTF::Asset asset(pIOHandler);
asset.Load(pFile, GetExtension(pFile) == "glb");
//
// Copy the data out
//
ImportEmbeddedTextures(asset);
ImportMaterials(asset);
ImportMeshes(asset);
ImportCameras(asset);
ImportLights(asset);
ImportNodes(asset);
ImportCommonMetadata(asset);
if (pScene->mNumMeshes == 0) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
}
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER