mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
762 lines
26 KiB
C++
762 lines
26 KiB
C++
/*
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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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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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#include "glTF/glTFImporter.h"
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#include "glTF/glTFAsset.h"
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#include "glTF/glTFAssetWriter.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/commonMetaData.h>
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#include <memory>
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using namespace Assimp;
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using namespace glTF;
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//
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// glTFImporter
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//
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static const aiImporterDesc desc = {
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"glTF Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
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| aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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0,
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0,
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0,
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0,
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"gltf glb"
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};
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glTFImporter::glTFImporter()
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: BaseImporter()
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, meshOffsets()
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, embeddedTexIdxs()
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, mScene( nullptr ) {
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// empty
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}
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glTFImporter::~glTFImporter() {
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// empty
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}
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const aiImporterDesc* glTFImporter::GetInfo() const {
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return &desc;
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}
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const {
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb") {
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return false;
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}
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if (pIOHandler) {
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glTF::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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std::string version = asset.asset.version;
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return !version.empty() && version[0] == '1';
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} catch (...) {
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return false;
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}
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}
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return false;
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}
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inline
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void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
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aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx) {
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if (prop.texture) {
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if (prop.texture->source) {
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aiString uri(prop.texture->source->uri);
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int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
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if (texIdx != -1) { // embedded
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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uri.data[0] = '*';
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uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
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}
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mat->AddProperty(&uri, _AI_MATKEY_TEXTURE_BASE, texType, 0);
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}
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} else {
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aiColor4D col;
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CopyValue(prop.color, col);
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mat->AddProperty(&col, 1, pKey, type, idx);
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}
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}
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void glTFImporter::ImportMaterials(glTF::Asset& r) {
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mScene->mNumMaterials = unsigned(r.materials.Size());
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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Material& mat = r.materials[i];
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/*if (!mat.name.empty())*/ {
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aiString str(mat.id /*mat.name*/);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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if (mat.transparent && (mat.transparency != 1.0f)) {
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aimat->AddProperty(&mat.transparency, 1, AI_MATKEY_OPACITY);
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}
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if (mat.shininess > 0.f) {
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aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
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}
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}
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if (mScene->mNumMaterials == 0) {
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mScene->mNumMaterials = 1;
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// Delete the array of length zero created above.
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delete[] mScene->mMaterials;
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mScene->mMaterials = new aiMaterial*[1];
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mScene->mMaterials[0] = new aiMaterial();
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}
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}
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static inline void SetFace(aiFace& face, int a)
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{
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face.mNumIndices = 1;
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face.mIndices = new unsigned int[1];
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face.mIndices[0] = a;
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}
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static inline void SetFace(aiFace& face, int a, int b)
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{
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face.mNumIndices = 2;
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face.mIndices = new unsigned int[2];
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face.mIndices[0] = a;
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face.mIndices[1] = b;
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}
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static inline void SetFace(aiFace& face, int a, int b, int c)
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{
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = a;
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face.mIndices[1] = b;
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face.mIndices[2] = c;
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}
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#ifdef ASSIMP_BUILD_DEBUG
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static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
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{
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for (unsigned i = 0; i < nFaces; ++i) {
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for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
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unsigned idx = faces[i].mIndices[j];
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if (idx >= nVerts)
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return false;
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}
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}
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return true;
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}
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#endif // ASSIMP_BUILD_DEBUG
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void glTFImporter::ImportMeshes(glTF::Asset& r)
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{
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std::vector<aiMesh*> meshes;
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unsigned int k = 0;
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meshOffsets.clear();
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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Mesh& mesh = r.meshes[m];
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// Check if mesh extensions is used
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if(mesh.Extension.size() > 0)
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{
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for(Mesh::SExtension* cur_ext : mesh.Extension)
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{
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
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{
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// Limitations for meshes when using Open3DGC-compression.
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// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
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// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
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// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
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// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
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// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
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// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
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// of primitive must point to one continuous region of the buffer.
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if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
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Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
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Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
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buf->EncodedRegion_SetCurrent(mesh.id);
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}
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else
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#endif
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{
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throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
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"\"), only Open3DGC is supported.");
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}
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}
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}// if(mesh.Extension.size() > 0)
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meshOffsets.push_back(k);
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k += unsigned(mesh.primitives.size());
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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Mesh::Primitive& prim = mesh.primitives[p];
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aiMesh* aim = new aiMesh();
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meshes.push_back(aim);
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aim->mName = mesh.id;
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if (mesh.primitives.size() > 1) {
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ai_uint32& len = aim->mName.length;
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aim->mName.data[len] = '-';
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len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
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}
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switch (prim.mode) {
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case PrimitiveMode_POINTS:
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aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case PrimitiveMode_LINES:
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP:
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aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case PrimitiveMode_TRIANGLES:
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case PrimitiveMode_TRIANGLE_STRIP:
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case PrimitiveMode_TRIANGLE_FAN:
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aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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}
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Mesh::Primitive::Attributes& attr = prim.attributes;
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if (attr.position.size() > 0 && attr.position[0]) {
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aim->mNumVertices = attr.position[0]->count;
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attr.position[0]->ExtractData(aim->mVertices);
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}
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if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D* values = aim->mTextureCoords[tc];
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for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
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values[i].y = 1 - values[i].y; // Flip Y coords
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}
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}
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aiFace* faces = 0;
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unsigned int nFaces = 0;
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if (prim.indices) {
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unsigned int count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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ai_assert(data.IsValid());
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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if (nFaces * 3 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
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count = nFaces * 3;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
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}
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break;
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}
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}
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else { // no indices provided so directly generate from counts
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// use the already determined count as it includes checks
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unsigned int count = aim->mNumVertices;
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], i);
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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if (nFaces * 2 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
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count = nFaces * 2;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], i, i + 1);
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1);
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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if (nFaces * 3 != count) {
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ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
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count = nFaces * 3;
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}
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], i, i + 1, i + 2);
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
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}
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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
|
|
|