blob: cece307d97d53b18ea0106e681a7cffa6d2c8eb1 [file] [log] [blame]
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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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
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* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
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*/
/** @file glTFAsset.h
* Declares a glTF class to handle gltf/glb files
*
* glTF Extensions Support:
* KHR_materials_pbrSpecularGlossiness full
*/
#ifndef GLTF2ASSET_H_INC
#define GLTF2ASSET_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#include <map>
#include <string>
#include <list>
#include <vector>
#include <algorithm>
#include <stdexcept>
#define RAPIDJSON_HAS_STDSTRING 1
#include <rapidjson/rapidjson.h>
#include <rapidjson/document.h>
#include <rapidjson/error/en.h>
#ifdef ASSIMP_API
# include <memory>
# include <assimp/DefaultIOSystem.h>
# include "ByteSwapper.h"
#else
# include <memory>
# define AI_SWAP4(p)
# define ai_assert
#endif
#if _MSC_VER > 1500 || (defined __GNUC___)
# define ASSIMP_GLTF_USE_UNORDERED_MULTIMAP
# else
# define gltf_unordered_map map
#endif
#ifdef ASSIMP_GLTF_USE_UNORDERED_MULTIMAP
# include <unordered_map>
# if _MSC_VER > 1600
# define gltf_unordered_map unordered_map
# else
# define gltf_unordered_map tr1::unordered_map
# endif
#endif
#include "StringUtils.h"
namespace glTF2
{
#ifdef ASSIMP_API
using Assimp::IOStream;
using Assimp::IOSystem;
using std::shared_ptr;
#else
using std::shared_ptr;
typedef std::runtime_error DeadlyImportError;
typedef std::runtime_error DeadlyExportError;
enum aiOrigin { aiOrigin_SET = 0, aiOrigin_CUR = 1, aiOrigin_END = 2 };
class IOSystem;
class IOStream
{
FILE* f;
public:
IOStream(FILE* file) : f(file) {}
~IOStream() { fclose(f); f = 0; }
size_t Read(void* b, size_t sz, size_t n) { return fread(b, sz, n, f); }
size_t Write(const void* b, size_t sz, size_t n) { return fwrite(b, sz, n, f); }
int Seek(size_t off, aiOrigin orig) { return fseek(f, off, int(orig)); }
size_t Tell() const { return ftell(f); }
size_t FileSize() {
long p = Tell(), len = (Seek(0, aiOrigin_END), Tell());
return size_t((Seek(p, aiOrigin_SET), len));
}
};
#endif
using rapidjson::Value;
using rapidjson::Document;
class Asset;
class AssetWriter;
struct BufferView; // here due to cross-reference
struct Texture;
struct Skin;
// Vec/matrix types, as raw float arrays
typedef float (vec3)[3];
typedef float (vec4)[4];
typedef float (mat4)[16];
namespace Util
{
void EncodeBase64(const uint8_t* in, size_t inLength, std::string& out);
size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
inline size_t DecodeBase64(const char* in, uint8_t*& out)
{
return DecodeBase64(in, strlen(in), out);
}
struct DataURI
{
const char* mediaType;
const char* charset;
bool base64;
const char* data;
size_t dataLength;
};
//! Check if a uri is a data URI
inline bool ParseDataURI(const char* uri, size_t uriLen, DataURI& out);
}
//! Magic number for GLB files
#define AI_GLB_MAGIC_NUMBER "glTF"
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE aiTextureType_DIFFUSE, 1
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0
#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0
#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
#define _AI_MATKEY_GLTF_MAPPINGNAME_BASE "$tex.mappingname"
#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
#ifdef ASSIMP_API
#include "./../include/assimp/Compiler/pushpack1.h"
#endif
//! For binary .glb files
//! 12-byte header (+ the JSON + a "body" data section)
struct GLB_Header
{
uint8_t magic[4]; //!< Magic number: "glTF"
uint32_t version; //!< Version number (always 2 as of the last update)
uint32_t length; //!< Total length of the Binary glTF, including header, scene, and body, in bytes
} PACK_STRUCT;
struct GLB_Chunk
{
uint32_t chunkLength;
uint32_t chunkType;
} PACK_STRUCT;
#ifdef ASSIMP_API
#include "./../include/assimp/Compiler/poppack1.h"
#endif
//! Values for the GLB_Chunk::chunkType field
enum ChunkType
{
ChunkType_JSON = 0x4E4F534A,
ChunkType_BIN = 0x004E4942
};
//! Values for the mesh primitive modes
enum PrimitiveMode
{
PrimitiveMode_POINTS = 0,
PrimitiveMode_LINES = 1,
PrimitiveMode_LINE_LOOP = 2,
PrimitiveMode_LINE_STRIP = 3,
PrimitiveMode_TRIANGLES = 4,
PrimitiveMode_TRIANGLE_STRIP = 5,
PrimitiveMode_TRIANGLE_FAN = 6
};
//! Values for the Accessor::componentType field
enum ComponentType
{
ComponentType_BYTE = 5120,
ComponentType_UNSIGNED_BYTE = 5121,
ComponentType_SHORT = 5122,
ComponentType_UNSIGNED_SHORT = 5123,
ComponentType_UNSIGNED_INT = 5125,
ComponentType_FLOAT = 5126
};
inline unsigned int ComponentTypeSize(ComponentType t)
{
switch (t) {
case ComponentType_SHORT:
case ComponentType_UNSIGNED_SHORT:
return 2;
case ComponentType_UNSIGNED_INT:
case ComponentType_FLOAT:
return 4;
case ComponentType_BYTE:
case ComponentType_UNSIGNED_BYTE:
return 1;
default:
throw DeadlyImportError("GLTF: Unsupported Component Type " + to_string(t));
}
}
//! Values for the BufferView::target field
enum BufferViewTarget
{
BufferViewTarget_ARRAY_BUFFER = 34962,
BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
};
//! Values for the Sampler::magFilter field
enum class SamplerMagFilter: unsigned int
{
UNSET = 0,
SamplerMagFilter_Nearest = 9728,
SamplerMagFilter_Linear = 9729
};
//! Values for the Sampler::minFilter field
enum class SamplerMinFilter: unsigned int
{
UNSET = 0,
SamplerMinFilter_Nearest = 9728,
SamplerMinFilter_Linear = 9729,
SamplerMinFilter_Nearest_Mipmap_Nearest = 9984,
SamplerMinFilter_Linear_Mipmap_Nearest = 9985,
SamplerMinFilter_Nearest_Mipmap_Linear = 9986,
SamplerMinFilter_Linear_Mipmap_Linear = 9987
};
//! Values for the Sampler::wrapS and Sampler::wrapT field
enum class SamplerWrap: unsigned int
{
UNSET = 0,
Clamp_To_Edge = 33071,
Mirrored_Repeat = 33648,
Repeat = 10497
};
//! Values for the Texture::format and Texture::internalFormat fields
enum TextureFormat
{
TextureFormat_ALPHA = 6406,
TextureFormat_RGB = 6407,
TextureFormat_RGBA = 6408,
TextureFormat_LUMINANCE = 6409,
TextureFormat_LUMINANCE_ALPHA = 6410
};
//! Values for the Texture::target field
enum TextureTarget
{
TextureTarget_TEXTURE_2D = 3553
};
//! Values for the Texture::type field
enum TextureType
{
TextureType_UNSIGNED_BYTE = 5121,
TextureType_UNSIGNED_SHORT_5_6_5 = 33635,
TextureType_UNSIGNED_SHORT_4_4_4_4 = 32819,
TextureType_UNSIGNED_SHORT_5_5_5_1 = 32820
};
//! Values for the Accessor::type field (helper class)
class AttribType
{
public:
enum Value
{ SCALAR, VEC2, VEC3, VEC4, MAT2, MAT3, MAT4 };
private:
static const size_t NUM_VALUES = static_cast<size_t>(MAT4)+1;
struct Info
{ const char* name; unsigned int numComponents; };
template<int N> struct data
{ static const Info infos[NUM_VALUES]; };
public:
inline static Value FromString(const char* str)
{
for (size_t i = 0; i < NUM_VALUES; ++i) {
if (strcmp(data<0>::infos[i].name, str) == 0) {
return static_cast<Value>(i);
}
}
return SCALAR;
}
inline static const char* ToString(Value type)
{
return data<0>::infos[static_cast<size_t>(type)].name;
}
inline static unsigned int GetNumComponents(Value type)
{
return data<0>::infos[static_cast<size_t>(type)].numComponents;
}
};
// must match the order of the AttribTypeTraits::Value enum!
template<int N> const AttribType::Info
AttribType::data<N>::infos[AttribType::NUM_VALUES] = {
{ "SCALAR", 1 }, { "VEC2", 2 }, { "VEC3", 3 }, { "VEC4", 4 }, { "MAT2", 4 }, { "MAT3", 9 }, { "MAT4", 16 }
};
//! A reference to one top-level object, which is valid
//! until the Asset instance is destroyed
template<class T>
class Ref
{
std::vector<T*>* vector;
unsigned int index;
public:
Ref() : vector(0), index(0) {}
Ref(std::vector<T*>& vec, unsigned int idx) : vector(&vec), index(idx) {}
inline unsigned int GetIndex() const
{ return index; }
operator bool() const
{ return vector != 0; }
T* operator->()
{ return (*vector)[index]; }
T& operator*()
{ return *((*vector)[index]); }
};
//! Helper struct to represent values that might not be present
template<class T>
struct Nullable
{
T value;
bool isPresent;
Nullable() : isPresent(false) {}
Nullable(T& val) : value(val), isPresent(true) {}
};
//! Base classe for all glTF top-level objects
struct Object
{
int index; //!< The index of this object within its property container
int oIndex; //!< The original index of this object defined in the JSON
std::string id; //!< The globally unique ID used to reference this object
std::string name; //!< The user-defined name of this object
//! Objects marked as special are not exported (used to emulate the binary body buffer)
virtual bool IsSpecial() const
{ return false; }
virtual ~Object() {}
//! Maps special IDs to another ID, where needed. Subclasses may override it (statically)
static const char* TranslateId(Asset& /*r*/, const char* id)
{ return id; }
};
//
// Classes for each glTF top-level object type
//
//! A typed view into a BufferView. A BufferView contains raw binary data.
//! An accessor provides a typed view into a BufferView or a subset of a BufferView
//! similar to how WebGL's vertexAttribPointer() defines an attribute in a buffer.
struct Accessor : public Object
{
Ref<BufferView> bufferView; //!< The ID of the bufferView. (required)
unsigned int byteOffset; //!< The offset relative to the start of the bufferView in bytes. (required)
ComponentType componentType; //!< The datatype of components in the attribute. (required)
unsigned int count; //!< The number of attributes referenced by this accessor. (required)
AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
std::vector<float> max; //!< Maximum value of each component in this attribute.
std::vector<float> min; //!< Minimum value of each component in this attribute.
unsigned int GetNumComponents();
unsigned int GetBytesPerComponent();
unsigned int GetElementSize();
inline uint8_t* GetPointer();
template<class T>
bool ExtractData(T*& outData);
void WriteData(size_t count, const void* src_buffer, size_t src_stride);
//! Helper class to iterate the data
class Indexer
{
friend struct Accessor;
Accessor& accessor;
uint8_t* data;
size_t elemSize, stride;
Indexer(Accessor& acc);
public:
//! Accesses the i-th value as defined by the accessor
template<class T>
T GetValue(int i);
//! Accesses the i-th value as defined by the accessor
inline unsigned int GetUInt(int i)
{
return GetValue<unsigned int>(i);
}
inline bool IsValid() const
{
return data != 0;
}
};
inline Indexer GetIndexer()
{
return Indexer(*this);
}
Accessor() {}
void Read(Value& obj, Asset& r);
};
//! A buffer points to binary geometry, animation, or skins.
struct Buffer : public Object
{
/********************* Types *********************/
public:
enum Type
{
Type_arraybuffer,
Type_text
};
/// \struct SEncodedRegion
/// Descriptor of encoded region in "bufferView".
struct SEncodedRegion
{
const size_t Offset;///< Offset from begin of "bufferView" to encoded region, in bytes.
const size_t EncodedData_Length;///< Size of encoded region, in bytes.
uint8_t* const DecodedData;///< Cached encoded data.
const size_t DecodedData_Length;///< Size of decoded region, in bytes.
const std::string ID;///< ID of the region.
/// \fn SEncodedRegion(const size_t pOffset, const size_t pEncodedData_Length, uint8_t* pDecodedData, const size_t pDecodedData_Length, const std::string pID)
/// Constructor.
/// \param [in] pOffset - offset from begin of "bufferView" to encoded region, in bytes.
/// \param [in] pEncodedData_Length - size of encoded region, in bytes.
/// \param [in] pDecodedData - pointer to decoded data array.
/// \param [in] pDecodedData_Length - size of encoded region, in bytes.
/// \param [in] pID - ID of the region.
SEncodedRegion(const size_t pOffset, const size_t pEncodedData_Length, uint8_t* pDecodedData, const size_t pDecodedData_Length, const std::string pID)
: Offset(pOffset), EncodedData_Length(pEncodedData_Length), DecodedData(pDecodedData), DecodedData_Length(pDecodedData_Length), ID(pID)
{}
/// \fn ~SEncodedRegion()
/// Destructor.
~SEncodedRegion() { delete[] DecodedData; }
};
/******************* Variables *******************/
//std::string uri; //!< The uri of the buffer. Can be a filepath, a data uri, etc. (required)
size_t byteLength; //!< The length of the buffer in bytes. (default: 0)
//std::string type; //!< XMLHttpRequest responseType (default: "arraybuffer")
Type type;
/// \var EncodedRegion_Current
/// Pointer to currently active encoded region.
/// Why not decoding all regions at once and not to set one buffer with decoded data?
/// Yes, why not? Even "accessor" point to decoded data. I mean that fields "byteOffset", "byteStride" and "count" has values which describes decoded
/// data array. But only in range of mesh while is active parameters from "compressedData". For another mesh accessors point to decoded data too. But
/// offset is counted for another regions is encoded.
/// Example. You have two meshes. For every of it you have 4 bytes of data. That data compressed to 2 bytes. So, you have buffer with encoded data:
/// M1_E0, M1_E1, M2_E0, M2_E1.
/// After decoding you'll get:
/// M1_D0, M1_D1, M1_D2, M1_D3, M2_D0, M2_D1, M2_D2, M2_D3.
/// "accessors" must to use values that point to decoded data - obviously. So, you'll expect "accessors" like
/// "accessor_0" : { byteOffset: 0, byteLength: 4}, "accessor_1" : { byteOffset: 4, byteLength: 4}
/// but in real life you'll get:
/// "accessor_0" : { byteOffset: 0, byteLength: 4}, "accessor_1" : { byteOffset: 2, byteLength: 4}
/// Yes, accessor of next mesh has offset and length which mean: current mesh data is decoded, all other data is encoded.
/// And when before you start to read data of current mesh (with encoded data ofcourse) you must decode region of "bufferView", after read finished
/// delete encoding mark. And after that you can repeat process: decode data of mesh, read, delete decoded data.
///
/// Remark. Encoding all data at once is good in world with computers which do not has RAM limitation. So, you must use step by step encoding in
/// exporter and importer. And, thanks to such way, there is no need to load whole file into memory.
SEncodedRegion* EncodedRegion_Current;
private:
shared_ptr<uint8_t> mData; //!< Pointer to the data
bool mIsSpecial; //!< Set to true for special cases (e.g. the body buffer)
/// \var EncodedRegion_List
/// List of encoded regions.
std::list<SEncodedRegion*> EncodedRegion_List;
/******************* Functions *******************/
public:
Buffer();
~Buffer();
void Read(Value& obj, Asset& r);
bool LoadFromStream(IOStream& stream, size_t length = 0, size_t baseOffset = 0);
/// \fn void EncodedRegion_Mark(const size_t pOffset, const size_t pEncodedData_Length, uint8_t* pDecodedData, const size_t pDecodedData_Length, const std::string& pID)
/// Mark region of "bufferView" as encoded. When data is request from such region then "bufferView" use decoded data.
/// \param [in] pOffset - offset from begin of "bufferView" to encoded region, in bytes.
/// \param [in] pEncodedData_Length - size of encoded region, in bytes.
/// \param [in] pDecodedData - pointer to decoded data array.
/// \param [in] pDecodedData_Length - size of encoded region, in bytes.
/// \param [in] pID - ID of the region.
void EncodedRegion_Mark(const size_t pOffset, const size_t pEncodedData_Length, uint8_t* pDecodedData, const size_t pDecodedData_Length, const std::string& pID);
/// \fn void EncodedRegion_SetCurrent(const std::string& pID)
/// Select current encoded region by ID. \sa EncodedRegion_Current.
/// \param [in] pID - ID of the region.
void EncodedRegion_SetCurrent(const std::string& pID);
/// \fn bool ReplaceData(const size_t pBufferData_Offset, const size_t pBufferData_Count, const uint8_t* pReplace_Data, const size_t pReplace_Count)
/// Replace part of buffer data. Pay attention that function work with original array of data (\ref mData) not with encoded regions.
/// \param [in] pBufferData_Offset - index of first element in buffer from which new data will be placed.
/// \param [in] pBufferData_Count - count of bytes in buffer which will be replaced.
/// \param [in] pReplace_Data - pointer to array with new data for buffer.
/// \param [in] pReplace_Count - count of bytes in new data.
/// \return true - if successfully replaced, false if input arguments is out of range.
bool ReplaceData(const size_t pBufferData_Offset, const size_t pBufferData_Count, const uint8_t* pReplace_Data, const size_t pReplace_Count);
size_t AppendData(uint8_t* data, size_t length);
void Grow(size_t amount);
uint8_t* GetPointer()
{ return mData.get(); }
void MarkAsSpecial()
{ mIsSpecial = true; }
bool IsSpecial() const
{ return mIsSpecial; }
std::string GetURI()
{ return std::string(this->id) + ".bin"; }
static const char* TranslateId(Asset& r, const char* id);
};
//! A view into a buffer generally representing a subset of the buffer.
struct BufferView : public Object
{
Ref<Buffer> buffer; //! The ID of the buffer. (required)
size_t byteOffset; //! The offset into the buffer in bytes. (required)
size_t byteLength; //! The length of the bufferView in bytes. (default: 0)
unsigned int byteStride; //!< The stride, in bytes, between attributes referenced by this accessor. (default: 0)
BufferViewTarget target; //! The target that the WebGL buffer should be bound to.
void Read(Value& obj, Asset& r);
};
struct Camera : public Object
{
enum Type
{
Perspective,
Orthographic
};
Type type;
union
{
struct {
float aspectRatio; //!<The floating - point aspect ratio of the field of view. (0 = undefined = use the canvas one)
float yfov; //!<The floating - point vertical field of view in radians. (required)
float zfar; //!<The floating - point distance to the far clipping plane. (required)
float znear; //!< The floating - point distance to the near clipping plane. (required)
} perspective;
struct {
float xmag; //! The floating-point horizontal magnification of the view. (required)
float ymag; //! The floating-point vertical magnification of the view. (required)
float zfar; //! The floating-point distance to the far clipping plane. (required)
float znear; //! The floating-point distance to the near clipping plane. (required)
} ortographic;
} cameraProperties;
Camera() {}
void Read(Value& obj, Asset& r);
};
//! Image data used to create a texture.
struct Image : public Object
{
std::string uri; //! The uri of the image, that can be a file path, a data URI, etc.. (required)
Ref<BufferView> bufferView;
std::string mimeType;
int width, height;
private:
uint8_t* mData;
size_t mDataLength;
public:
Image();
void Read(Value& obj, Asset& r);
inline bool HasData() const
{ return mDataLength > 0; }
inline size_t GetDataLength() const
{ return mDataLength; }
inline const uint8_t* GetData() const
{ return mData; }
inline uint8_t* StealData();
inline void SetData(uint8_t* data, size_t length, Asset& r);
};
const vec4 defaultBaseColor = {1, 1, 1, 1};
const vec3 defaultEmissiveFactor = {0, 0, 0};
const vec4 defaultDiffuseFactor = {1, 1, 1, 1};
const vec3 defaultSpecularFactor = {1, 1, 1};
struct TextureInfo
{
Ref<Texture> texture;
unsigned int index;
unsigned int texCoord = 0;
};
struct NormalTextureInfo : TextureInfo
{
float scale = 1;
};
struct OcclusionTextureInfo : TextureInfo
{
float strength = 1;
};
struct PbrMetallicRoughness
{
vec4 baseColorFactor;
TextureInfo baseColorTexture;
TextureInfo metallicRoughnessTexture;
float metallicFactor;
float roughnessFactor;
};
struct PbrSpecularGlossiness
{
vec4 diffuseFactor;
vec3 specularFactor;
float glossinessFactor;
TextureInfo diffuseTexture;
TextureInfo specularGlossinessTexture;
PbrSpecularGlossiness() { SetDefaults(); }
void SetDefaults();
};
//! The material appearance of a primitive.
struct Material : public Object
{
//PBR metallic roughness properties
PbrMetallicRoughness pbrMetallicRoughness;
//other basic material properties
NormalTextureInfo normalTexture;
OcclusionTextureInfo occlusionTexture;
TextureInfo emissiveTexture;
vec3 emissiveFactor;
std::string alphaMode;
float alphaCutoff;
bool doubleSided;
//extension: KHR_materials_pbrSpecularGlossiness
Nullable<PbrSpecularGlossiness> pbrSpecularGlossiness;
Material() { SetDefaults(); }
void Read(Value& obj, Asset& r);
void SetDefaults();
};
//! A set of primitives to be rendered. A node can contain one or more meshes. A node's transform places the mesh in the scene.
struct Mesh : public Object
{
typedef std::vector< Ref<Accessor> > AccessorList;
struct Primitive
{
PrimitiveMode mode;
struct Attributes {
AccessorList position, normal, tangent, texcoord, color, joint, jointmatrix, weight;
} attributes;
Ref<Accessor> indices;
Ref<Material> material;
};
std::vector<Primitive> primitives;
Mesh() {}
/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
/// Get mesh data from JSON-object and place them to root asset.
/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
/// \param [out] pAsset_Root - reference to root assed where data will be stored.
void Read(Value& pJSON_Object, Asset& pAsset_Root);
};
struct Node : public Object
{
std::vector< Ref<Node> > children;
std::vector< Ref<Mesh> > meshes;
Nullable<mat4> matrix;
Nullable<vec3> translation;
Nullable<vec4> rotation;
Nullable<vec3> scale;
Ref<Camera> camera;
std::vector< Ref<Node> > skeletons; //!< The ID of skeleton nodes. Each of which is the root of a node hierarchy.
Ref<Skin> skin; //!< The ID of the skin referenced by this node.
std::string jointName; //!< Name used when this node is a joint in a skin.
Ref<Node> parent; //!< This is not part of the glTF specification. Used as a helper.
Node() {}
void Read(Value& obj, Asset& r);
};
struct Program : public Object
{
Program() {}
void Read(Value& obj, Asset& r);
};
struct Sampler : public Object
{
SamplerMagFilter magFilter; //!< The texture magnification filter.
SamplerMinFilter minFilter; //!< The texture minification filter.
SamplerWrap wrapS; //!< The texture wrapping in the S direction.
SamplerWrap wrapT; //!< The texture wrapping in the T direction.
Sampler() { SetDefaults(); }
void Read(Value& obj, Asset& r);
void SetDefaults();
};
struct Scene : public Object
{
std::vector< Ref<Node> > nodes;
Scene() {}
void Read(Value& obj, Asset& r);
};
struct Shader : public Object
{
Shader() {}
void Read(Value& obj, Asset& r);
};
struct Skin : public Object
{
Nullable<mat4> bindShapeMatrix; //!< Floating-point 4x4 transformation matrix stored in column-major order.
Ref<Accessor> inverseBindMatrices; //!< The ID of the accessor containing the floating-point 4x4 inverse-bind matrices.
std::vector<Ref<Node>> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
std::string name; //!< The user-defined name of this object.
Skin() {}
void Read(Value& obj, Asset& r);
};
//! A texture and its sampler.
struct Texture : public Object
{
Ref<Sampler> sampler; //!< The ID of the sampler used by this texture. (required)
Ref<Image> source; //!< The ID of the image used by this texture. (required)
//TextureFormat format; //!< The texture's format. (default: TextureFormat_RGBA)
//TextureFormat internalFormat; //!< The texture's internal format. (default: TextureFormat_RGBA)
//TextureTarget target; //!< The target that the WebGL texture should be bound to. (default: TextureTarget_TEXTURE_2D)
//TextureType type; //!< Texel datatype. (default: TextureType_UNSIGNED_BYTE)
Texture() {}
void Read(Value& obj, Asset& r);
};
struct Animation : public Object
{
struct AnimSampler {
std::string id; //!< The ID of this sampler.
std::string input; //!< The ID of a parameter in this animation to use as key-frame input.
std::string interpolation; //!< Type of interpolation algorithm to use between key-frames.
std::string output; //!< The ID of a parameter in this animation to use as key-frame output.
};
struct AnimChannel {
int sampler; //!< The index of a sampler in the containing animation's samplers property.
struct AnimTarget {
Ref<Node> node; //!< The node to animate.
std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale").
} target;
};
struct AnimParameters {
Ref<Accessor> TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values.
Ref<Accessor> rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors.
Ref<Accessor> scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
Ref<Accessor> translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
};
// AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy.
// AnimParameters Parameters; //!< The samplers that interpolate between the key-frames.
// AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data.
std::vector<AnimChannel> Channels; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy.
AnimParameters Parameters; //!< The samplers that interpolate between the key-frames.
std::vector<AnimSampler> Samplers; //!< The parameterized inputs representing the key-frame data.
Animation() {}
void Read(Value& obj, Asset& r);
//! Get accessor given an animation parameter name.
Ref<Accessor> GetAccessor(std::string name) {
if (name == "TIME") {
return Parameters.TIME;
} else if (name == "rotation") {
return Parameters.rotation;
} else if (name == "scale") {
return Parameters.scale;
} else if (name == "translation") {
return Parameters.translation;
}
return Ref<Accessor>();
}
};
//! Base class for LazyDict that acts as an interface
class LazyDictBase
{
public:
virtual ~LazyDictBase() {}
virtual void AttachToDocument(Document& doc) = 0;
virtual void DetachFromDocument() = 0;
virtual void WriteObjects(AssetWriter& writer) = 0;
};
template<class T>
class LazyDict;
//! (Implemented in glTFAssetWriter.h)
template<class T>
void WriteLazyDict(LazyDict<T>& d, AssetWriter& w);
//! Manages lazy loading of the glTF top-level objects, and keeps a reference to them by ID
//! It is the owner the loaded objects, so when it is destroyed it also deletes them
template<class T>
class LazyDict : public LazyDictBase
{
friend class Asset;
friend class AssetWriter;
typedef typename std::gltf_unordered_map< unsigned int, unsigned int > Dict;
typedef typename std::gltf_unordered_map< std::string, unsigned int > IdDict;
std::vector<T*> mObjs; //! The read objects
Dict mObjsByOIndex; //! The read objects accessible by original index
IdDict mObjsById; //! The read objects accessible by id
const char* mDictId; //! ID of the dictionary object
const char* mExtId; //! ID of the extension defining the dictionary
Value* mDict; //! JSON dictionary object
Asset& mAsset; //! The asset instance
void AttachToDocument(Document& doc);
void DetachFromDocument();
void WriteObjects(AssetWriter& writer)
{ WriteLazyDict<T>(*this, writer); }
Ref<T> Add(T* obj);
public:
LazyDict(Asset& asset, const char* dictId, const char* extId = 0);
~LazyDict();
Ref<T> Retrieve(unsigned int i);
Ref<T> Get(unsigned int i);
Ref<T> Get(const char* id);
Ref<T> Create(const char* id);
Ref<T> Create(const std::string& id)
{ return Create(id.c_str()); }
unsigned int Remove(const char* id);
inline unsigned int Size() const
{ return unsigned(mObjs.size()); }
inline T& operator[](size_t i)
{ return *mObjs[i]; }
};
struct AssetMetadata
{
std::string copyright; //!< A copyright message suitable for display to credit the content creator.
std::string generator; //!< Tool that generated this glTF model.Useful for debugging.
struct {
std::string api; //!< Specifies the target rendering API (default: "WebGL")
std::string version; //!< Specifies the target rendering API (default: "1.0.3")
} profile; //!< Specifies the target rendering API and version, e.g., WebGL 1.0.3. (default: {})
std::string version; //!< The glTF format version
void Read(Document& doc);
AssetMetadata() : version("") {}
};
//
// glTF Asset class
//
//! Root object for a glTF asset
class Asset
{
typedef std::gltf_unordered_map<std::string, int> IdMap;
template<class T>
friend class LazyDict;
friend struct Buffer; // To access OpenFile
friend class AssetWriter;
private:
IOSystem* mIOSystem;
std::string mCurrentAssetDir;
size_t mSceneLength;
size_t mBodyOffset, mBodyLength;
std::vector<LazyDictBase*> mDicts;
IdMap mUsedIds;
Ref<Buffer> mBodyBuffer;
Asset(Asset&);
Asset& operator=(const Asset&);
public:
//! Keeps info about the enabled extensions
struct Extensions
{
bool KHR_materials_pbrSpecularGlossiness;
} extensionsUsed;
AssetMetadata asset;
// Dictionaries for each type of object
LazyDict<Accessor> accessors;
LazyDict<Animation> animations;
LazyDict<Buffer> buffers;
LazyDict<BufferView> bufferViews;
LazyDict<Camera> cameras;
LazyDict<Image> images;
LazyDict<Material> materials;
LazyDict<Mesh> meshes;
LazyDict<Node> nodes;
LazyDict<Sampler> samplers;
LazyDict<Scene> scenes;
LazyDict<Skin> skins;
LazyDict<Texture> textures;
Ref<Scene> scene;
public:
Asset(IOSystem* io = 0)
: mIOSystem(io)
, asset()
, accessors (*this, "accessors")
, animations (*this, "animations")
, buffers (*this, "buffers")
, bufferViews (*this, "bufferViews")
, cameras (*this, "cameras")
, images (*this, "images")
, materials (*this, "materials")
, meshes (*this, "meshes")
, nodes (*this, "nodes")
, samplers (*this, "samplers")
, scenes (*this, "scenes")
, skins (*this, "skins")
, textures (*this, "textures")
{
memset(&extensionsUsed, 0, sizeof(extensionsUsed));
}
//! Main function
void Load(const std::string& file, bool isBinary = false);
//! Enables binary encoding on the asset
void SetAsBinary();
//! Search for an available name, starting from the given strings
std::string FindUniqueID(const std::string& str, const char* suffix);
Ref<Buffer> GetBodyBuffer()
{ return mBodyBuffer; }
private:
void ReadBinaryHeader(IOStream& stream, std::vector<char>& sceneData);
void ReadExtensionsUsed(Document& doc);
IOStream* OpenFile(std::string path, const char* mode, bool absolute = false);
};
}
// Include the implementation of the methods
#include "glTF2Asset.inl"
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
#endif // GLTF2ASSET_H_INC