| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
| |
| All rights reserved. |
| |
| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
| |
| * Redistributions of source code must retain the above |
| copyright notice, this list of conditions and the |
| following disclaimer. |
| |
| * Redistributions in binary form must reproduce the above |
| copyright notice, this list of conditions and the |
| following disclaimer in the documentation and/or other |
| materials provided with the distribution. |
| |
| * Neither the name of the assimp team, nor the names of its |
| contributors may be used to endorse or promote products |
| derived from this software without specific prior |
| written permission of the assimp team. |
| |
| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| ---------------------------------------------------------------------- |
| */ |
| |
| /** @file GltfExporter.h |
| * Declares the exporter class to write a scene to a gltf/glb file |
| */ |
| #ifndef AI_GLTF2EXPORTER_H_INC |
| #define AI_GLTF2EXPORTER_H_INC |
| |
| #ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER |
| |
| #include <assimp/types.h> |
| #include <assimp/material.h> |
| |
| #include <sstream> |
| #include <vector> |
| #include <map> |
| #include <memory> |
| |
| struct aiScene; |
| struct aiNode; |
| struct aiMaterial; |
| |
| namespace glTF2 |
| { |
| template<class T> |
| class Ref; |
| |
| class Asset; |
| struct TexProperty; |
| struct TextureInfo; |
| struct NormalTextureInfo; |
| struct OcclusionTextureInfo; |
| struct Node; |
| struct Texture; |
| |
| // Vec/matrix types, as raw float arrays |
| typedef float (vec3)[3]; |
| typedef float (vec4)[4]; |
| } |
| |
| namespace Assimp |
| { |
| class IOSystem; |
| class IOStream; |
| class ExportProperties; |
| |
| // ------------------------------------------------------------------------------------------------ |
| /** Helper class to export a given scene to an glTF file. */ |
| // ------------------------------------------------------------------------------------------------ |
| class glTF2Exporter |
| { |
| public: |
| /// Constructor for a specific scene to export |
| glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene, |
| const ExportProperties* pProperties, bool binary); |
| |
| private: |
| |
| const char* mFilename; |
| IOSystem* mIOSystem; |
| const aiScene* mScene; |
| const ExportProperties* mProperties; |
| |
| std::map<std::string, unsigned int> mTexturesByPath; |
| |
| std::shared_ptr<glTF2::Asset> mAsset; |
| |
| std::vector<unsigned char> mBodyData; |
| |
| void WriteBinaryData(IOStream* outfile, std::size_t sceneLength); |
| |
| void GetTexSampler(const aiMaterial* mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot); |
| void GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx); |
| void GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx); |
| void GetMatTex(const aiMaterial* mat, glTF2::Ref<glTF2::Texture>& texture, aiTextureType tt, unsigned int slot); |
| void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot); |
| void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot); |
| void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot); |
| aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx); |
| aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx); |
| void ExportMetadata(); |
| void ExportMaterials(); |
| void ExportMeshes(); |
| void MergeMeshes(); |
| unsigned int ExportNodeHierarchy(const aiNode* n); |
| unsigned int ExportNode(const aiNode* node, glTF2::Ref<glTF2::Node>& parent); |
| void ExportScene(); |
| void ExportAnimations(); |
| }; |
| |
| } |
| |
| #endif // ASSIMP_BUILD_NO_GLTF_IMPORTER |
| |
| #endif // AI_GLTF2EXPORTER_H_INC |