#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
#include "glTFExporter.h"
#include "Exceptional.h"
#include "StringComparison.h"
#include "ByteSwapper.h"
#include "SplitLargeMeshes.h"
#include <assimp/SceneCombiner.h>
#include <assimp/version.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <memory>
#include <inttypes.h>
#include "glTFAssetWriter.h"
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
# include <Open3DGC/o3dgcSC3DMCEncoder.h>
#endif
using namespace rapidjson;
using namespace Assimp;
using namespace glTF;
namespace Assimp {
void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
}
void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
}
}
glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
const ExportProperties* pProperties, bool isBinary)
: mFilename(filename)
, mIOSystem(pIOSystem)
, mProperties(pProperties)
{
aiScene* sceneCopy_tmp;
SceneCombiner::CopyScene(&sceneCopy_tmp, pScene);
std::unique_ptr<aiScene> sceneCopy(sceneCopy_tmp);
SplitLargeMeshesProcess_Triangle tri_splitter;
tri_splitter.SetLimit(0xffff);
tri_splitter.Execute(sceneCopy.get());
SplitLargeMeshesProcess_Vertex vert_splitter;
vert_splitter.SetLimit(0xffff);
vert_splitter.Execute(sceneCopy.get());
mScene = sceneCopy.get();
mAsset.reset( new glTF::Asset( pIOSystem ) );
if (isBinary) {
mAsset->SetAsBinary();
}
ExportMetadata();
ExportMaterials();
if (mScene->mRootNode) {
ExportNodeHierarchy(mScene->mRootNode);
}
ExportMeshes();
ExportScene();
ExportAnimations();
glTF::AssetWriter writer(*mAsset);
if (isBinary) {
writer.WriteGLBFile(filename);
} else {
writer.WriteFile(filename);
}
}
static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
{
o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2;
o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3;
o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
}
static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
{
o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
}
static void IdentityMatrix4(glTF::mat4& o)
{
o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0;
o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
}
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
if (!count || !data) return Ref<Accessor>();
unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
unsigned int bytesPerComp = ComponentTypeSize(compType);
size_t offset = buffer->byteLength;
size_t padding = offset % bytesPerComp;
offset += padding;
size_t length = count * numCompsOut * bytesPerComp;
buffer->Grow(length + padding);
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
bv->buffer = buffer;
bv->byteOffset = unsigned(offset);
bv->byteLength = length; bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
acc->bufferView = bv;
acc->byteOffset = 0;
acc->byteStride = 0;
acc->componentType = compType;
acc->count = count;
acc->type = typeOut;
{
float float_MAX = 10000000000000.0f;
for (unsigned int i = 0 ; i < numCompsOut ; i++) {
acc->min.push_back( float_MAX);
acc->max.push_back(-float_MAX);
}
float valueTmp;
for (unsigned int i = 0 ; i < count ; i++) {
for (unsigned int j = 0 ; j < numCompsOut ; j++) {
if (numCompsOut == 1) {
valueTmp = static_cast<unsigned short*>(data)[i];
} else {
valueTmp = static_cast<aiVector3D*>(data)[i][j];
}
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
if (valueTmp > acc->max[j]) {
acc->max[j] = valueTmp;
}
}
}
}
acc->WriteData(count, data, numCompsIn*bytesPerComp);
return acc;
}
namespace {
void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {}
}
}
void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
{
std::string samplerId = mAsset->FindUniqueID("", "sampler");
prop.texture->sampler = mAsset->samplers.Create(samplerId);
aiTextureMapMode mapU, mapV;
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU);
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV);
switch (mapU) {
case aiTextureMapMode_Wrap:
prop.texture->sampler->wrapS = SamplerWrap_Repeat;
break;
case aiTextureMapMode_Clamp:
prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge;
break;
case aiTextureMapMode_Mirror:
prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat;
break;
case aiTextureMapMode_Decal:
default:
prop.texture->sampler->wrapS = SamplerWrap_Repeat;
break;
};
switch (mapV) {
case aiTextureMapMode_Wrap:
prop.texture->sampler->wrapT = SamplerWrap_Repeat;
break;
case aiTextureMapMode_Clamp:
prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge;
break;
case aiTextureMapMode_Mirror:
prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat;
break;
case aiTextureMapMode_Decal:
default:
prop.texture->sampler->wrapT = SamplerWrap_Repeat;
break;
};
prop.texture->sampler->magFilter = SamplerMagFilter_Linear;
prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
}
void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
{
aiString tex;
aiColor4D col;
if (mat->GetTextureCount(tt) > 0) {
if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) {
std::string path = tex.C_Str();
if (path.size() > 0) {
if (path[0] != '*') {
std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
if (it != mTexturesByPath.end()) {
prop.texture = mAsset->textures.Get(it->second);
}
}
if (!prop.texture) {
std::string texId = mAsset->FindUniqueID("", "texture");
prop.texture = mAsset->textures.Create(texId);
mTexturesByPath[path] = prop.texture.GetIndex();
std::string imgId = mAsset->FindUniqueID("", "image");
prop.texture->source = mAsset->images.Create(imgId);
if (path[0] == '*') { aiTexture* tex = mScene->mTextures[atoi(&path[1])];
uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
prop.texture->source->SetData(data, tex->mWidth, *mAsset);
if (tex->achFormatHint[0]) {
std::string mimeType = "image/";
mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint;
prop.texture->source->mimeType = mimeType;
}
}
else {
prop.texture->source->uri = path;
}
GetTexSampler(mat, prop);
}
}
}
}
if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
}
}
void glTFExporter::ExportMaterials()
{
aiString aiName;
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
const aiMaterial* mat = mScene->mMaterials[i];
std::string name;
if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
name = aiName.C_Str();
}
name = mAsset->FindUniqueID(name, "material");
Ref<Material> m = mAsset->materials.Create(name);
GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
m->transparent = mat->Get(AI_MATKEY_OPACITY, m->transparency) == aiReturn_SUCCESS && m->transparency != 1.0;
GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
}
}
bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
{
for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
meshNode = nodeIn;
return true;
}
}
for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
return true;
}
}
return false;
}
Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
{
Ref<Node> startNodeRef;
Ref<Node> parentNodeRef;
startNodeRef = skinRef->jointNames[0];
parentNodeRef = skinRef->jointNames[0];
do {
startNodeRef = parentNodeRef;
parentNodeRef = startNodeRef->parent;
} while (!parentNodeRef->jointName.empty());
return parentNodeRef;
}
void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
{
if (aimesh->mNumBones < 1) {
return;
}
const size_t NumVerts( aimesh->mNumVertices );
vec4* vertexJointData = new vec4[ NumVerts ];
vec4* vertexWeightData = new vec4[ NumVerts ];
int* jointsPerVertex = new int[ NumVerts ];
for (size_t i = 0; i < NumVerts; ++i) {
jointsPerVertex[i] = 0;
for (size_t j = 0; j < 4; ++j) {
vertexJointData[i][j] = 0;
vertexWeightData[i][j] = 0;
}
}
for (unsigned int idx_bone = 0; idx_bone < aimesh->mNumBones; ++idx_bone) {
const aiBone* aib = aimesh->mBones[idx_bone];
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
nodeRef->jointName = nodeRef->id;
unsigned int jointNamesIndex;
bool addJointToJointNames = true;
for ( unsigned int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
addJointToJointNames = false;
jointNamesIndex = idx_joint;
}
}
if (addJointToJointNames) {
skinRef->jointNames.push_back(nodeRef);
aiMatrix4x4 tmpMatrix4;
CopyValue(aib->mOffsetMatrix, tmpMatrix4);
inverseBindMatricesData.push_back(tmpMatrix4);
jointNamesIndex = static_cast<unsigned int>(inverseBindMatricesData.size() - 1);
}
for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
float vertWeight = aib->mWeights[idx_weights].mWeight;
if (jointsPerVertex[vertexId] > 3) {
continue;
}
vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
jointsPerVertex[vertexId] += 1;
}
}
Mesh::Primitive& p = meshRef->primitives.back();
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if ( vertexJointAccessor ) {
p.attributes.joint.push_back( vertexJointAccessor );
}
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if ( vertexWeightAccessor ) {
p.attributes.weight.push_back( vertexWeightAccessor );
}
delete[] jointsPerVertex;
delete[] vertexWeightData;
delete[] vertexJointData;
}
void glTFExporter::ExportMeshes()
{
typedef unsigned short IndicesType;
size_t idx_srcdata_begin; size_t idx_srcdata_normal = SIZE_MAX; std::vector<size_t> idx_srcdata_tc; size_t idx_srcdata_ind; bool comp_allow;
std::string fname = std::string(mFilename);
std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf"));
std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
Ref<Buffer> b = mAsset->GetBodyBuffer();
if (!b) {
b = mAsset->buffers.Create(bufferId);
}
bool createSkin = false;
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
const aiMesh* aim = mScene->mMeshes[idx_mesh];
if(aim->HasBones()) {
createSkin = true;
break;
}
}
Ref<Skin> skinRef;
std::string skinName = mAsset->FindUniqueID("skin", "skin");
std::vector<aiMatrix4x4> inverseBindMatricesData;
if(createSkin) {
skinRef = mAsset->skins.Create(skinName);
skinRef->name = skinName;
}
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
const aiMesh* aim = mScene->mMeshes[idx_mesh];
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false);
#else
comp_allow = false;
#endif
if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0))
{
idx_srcdata_tc.clear();
idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
}
else
{
std::string msg;
if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
msg = "all primitives of the mesh must be a triangles.";
else
msg = "mesh must has vertices and faces.";
DefaultLogger::get()->warn("GLTF: can not use Open3DGC-compression: " + msg);
comp_allow = false;
}
std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
Ref<Mesh> m = mAsset->meshes.Create(meshId);
m->primitives.resize(1);
Mesh::Primitive& p = m->primitives.back();
p.material = mAsset->materials.Get(aim->mMaterialIndex);
if(comp_allow) idx_srcdata_begin = b->byteLength;
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (v) p.attributes.position.push_back(v);
if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;
Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (n) p.attributes.normal.push_back(n);
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (aim -> mNumUVComponents[i] > 1) {
for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
}
}
if (aim->mNumUVComponents[i] > 0) {
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);
Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
if (tc) p.attributes.texcoord.push_back(tc);
}
}
idx_srcdata_ind = b->byteLength;
if (aim->mNumFaces > 0) {
std::vector<IndicesType> indices;
unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
indices.resize(aim->mNumFaces * nIndicesPerFace);
for (size_t i = 0; i < aim->mNumFaces; ++i) {
for (size_t j = 0; j < nIndicesPerFace; ++j) {
indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
}
}
p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
}
switch (aim->mPrimitiveTypes) {
case aiPrimitiveType_POLYGON:
p.mode = PrimitiveMode_TRIANGLES; break; case aiPrimitiveType_LINE:
p.mode = PrimitiveMode_LINES; break;
case aiPrimitiveType_POINT:
p.mode = PrimitiveMode_POINTS; break;
default: p.mode = PrimitiveMode_TRIANGLES;
}
if(aim->HasBones()) {
ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
}
if(comp_allow)
{
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
o3dgc::BinaryStream bs;
o3dgc::SC3DMCEncoder<IndicesType> encoder;
o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12);
unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10);
unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10);
o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;
o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
comp_o3dgc_ifs.SetCCW(true);
comp_o3dgc_ifs.SetIsTriangularMesh(true);
comp_o3dgc_ifs.SetNumFloatAttributes(0);
comp_o3dgc_params.SetCoordQuantBits(quant_coord);
comp_o3dgc_params.SetCoordPredMode(prediction_position);
comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
if(idx_srcdata_normal != SIZE_MAX)
{
comp_o3dgc_params.SetNormalQuantBits(quant_normal);
comp_o3dgc_params.SetNormalPredMode(prediction_normal);
comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
}
for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
{
size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
comp_o3dgc_params.SetFloatAttributeQuantBits(static_cast<unsigned long>(num), quant_texcoord);
comp_o3dgc_params.SetFloatAttributePredMode(static_cast<unsigned long>(num), prediction_texcoord);
comp_o3dgc_ifs.SetNFloatAttribute(static_cast<unsigned long>(num), aim->mNumVertices); comp_o3dgc_ifs.SetFloatAttributeDim(static_cast<unsigned long>(num), aim->mNumUVComponents[num_tc]); comp_o3dgc_ifs.SetFloatAttributeType(static_cast<unsigned long>(num), o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
comp_o3dgc_ifs.SetFloatAttribute(static_cast<unsigned long>(num), (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
comp_o3dgc_ifs.SetNumFloatAttributes(static_cast<unsigned long>(num + 1));
}
comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);
else
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII);
comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS);
encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
ext->Buffer = b->id;
ext->Offset = idx_srcdata_begin;
ext->Count = b->byteLength - idx_srcdata_begin;
ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary");
ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3;
ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
m->Extension.push_back(ext);
#endif
} }
if (createSkin) {
mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
for ( unsigned int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
}
Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, static_cast<unsigned int>(inverseBindMatricesData.size()), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
skinRef->bindShapeMatrix.isPresent = true;
IdentityMatrix4(skinRef->bindShapeMatrix.value);
Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
Ref<Node> meshNode;
std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
FindMeshNode(rootNode, meshNode, meshID);
Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
meshNode->skeletons.push_back(rootJoint);
meshNode->skin = skinRef;
}
}
unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
{
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
if (!n->mTransformation.IsIdentity()) {
node->matrix.isPresent = true;
CopyValue(n->mTransformation, node->matrix.value);
}
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
unsigned int idx = ExportNode(n->mChildren[i], node);
node->children.push_back(mAsset->nodes.Get(idx));
}
return node.GetIndex();
}
unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
{
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
node->parent = parent;
if (!n->mTransformation.IsIdentity()) {
node->matrix.isPresent = true;
CopyValue(n->mTransformation, node->matrix.value);
}
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
unsigned int idx = ExportNode(n->mChildren[i], node);
node->children.push_back(mAsset->nodes.Get(idx));
}
return node.GetIndex();
}
void glTFExporter::ExportScene()
{
const char* sceneName = "defaultScene";
Ref<Scene> scene = mAsset->scenes.Create(sceneName);
if (mAsset->nodes.Size() > 0) {
scene->nodes.push_back(mAsset->nodes.Get(0u));
}
mAsset->scene = scene;
}
void glTFExporter::ExportMetadata()
{
glTF::AssetMetadata& asset = mAsset->asset;
asset.version = 1;
char buffer[256];
ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
asset.generator = buffer;
}
inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond)
{
size_t counts[3] = {
nodeChannel->mNumPositionKeys,
nodeChannel->mNumScalingKeys,
nodeChannel->mNumRotationKeys,
};
size_t numKeyframes = 1;
for (int i = 0; i < 3; ++i) {
if (counts[i] > numKeyframes) {
numKeyframes = counts[i];
}
}
if(nodeChannel->mNumPositionKeys > 0) {
typedef float TimeType;
std::vector<TimeType> timeData;
timeData.resize(numKeyframes);
for (size_t i = 0; i < numKeyframes; ++i) {
size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime / ticksPerSecond;
}
Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, numKeyframes, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
}
if(nodeChannel->mNumPositionKeys > 0) {
C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes];
for (size_t i = 0; i < numKeyframes; ++i) {
size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue;
}
Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, numKeyframes, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if ( tranAccessor ) {
animRef->Parameters.translation = tranAccessor;
}
delete[] translationData;
}
if(nodeChannel->mNumScalingKeys > 0) {
C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes];
for (size_t i = 0; i < numKeyframes; ++i) {
size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes;
scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue;
}
Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, numKeyframes, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if ( scaleAccessor ) {
animRef->Parameters.scale = scaleAccessor;
}
delete[] scaleData;
}
if(nodeChannel->mNumRotationKeys > 0) {
vec4* rotationData = new vec4[numKeyframes];
for (size_t i = 0; i < numKeyframes; ++i) {
size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes;
rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x;
rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y;
rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z;
rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w;
}
Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, numKeyframes, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if ( rotAccessor ) {
animRef->Parameters.rotation = rotAccessor;
}
delete[] rotationData;
}
}
void glTFExporter::ExportAnimations()
{
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
const aiAnimation* anim = mScene->mAnimations[i];
std::string nameAnim = "anim";
if (anim->mName.length > 0) {
nameAnim = anim->mName.C_Str();
}
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
std::string name = nameAnim + "_" + to_string(channelIndex);
name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> animRef = mAsset->animations.Create(name);
ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond);
for (unsigned int j = 0; j < 3; ++j) {
std::string channelType;
int channelSize;
switch (j) {
case 0:
channelType = "rotation";
channelSize = nodeChannel->mNumRotationKeys;
break;
case 1:
channelType = "scale";
channelSize = nodeChannel->mNumScalingKeys;
break;
case 2:
channelType = "translation";
channelSize = nodeChannel->mNumPositionKeys;
break;
}
if (channelSize < 1) { continue; }
Animation::AnimChannel tmpAnimChannel;
Animation::AnimSampler tmpAnimSampler;
tmpAnimChannel.sampler = name + "_" + channelType;
tmpAnimChannel.target.path = channelType;
tmpAnimSampler.output = channelType;
tmpAnimSampler.id = name + "_" + channelType;
tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
tmpAnimSampler.input = "TIME";
tmpAnimSampler.interpolation = "LINEAR";
animRef->Channels.push_back(tmpAnimChannel);
animRef->Samplers.push_back(tmpAnimSampler);
}
}
} }
#endif #endif