676 lines
19 KiB
C++
676 lines
19 KiB
C++
#include "stdafx.h"
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#include "ModelImporter.h"
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#define TINYGLTF_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#include "tiny_gltf.h"
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#include <fstream>
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using namespace std;
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using namespace wiGraphicsTypes;
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using namespace wiSceneComponents;
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namespace tinygltf
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{
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bool LoadImageData(Image *image, std::string *err, std::string *warn,
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int req_width, int req_height, const unsigned char *bytes,
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int size, void *)
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{
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if (!image->uri.empty())
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{
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// external image will be loaded by resource manager
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return true;
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}
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else
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{
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// embedded image
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assert(0); // TODO
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return false;
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}
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}
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bool WriteImageData(const std::string *basepath, const std::string *filename,
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Image *image, bool embedImages, void *)
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{
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assert(0); // TODO
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return false;
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}
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}
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Model* ImportModel_GLTF(const std::string& fileName)
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{
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string directory, name;
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wiHelper::SplitPath(fileName, directory, name);
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string extension = wiHelper::toUpper(wiHelper::GetExtensionFromFileName(name));
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wiHelper::RemoveExtensionFromFileName(name);
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tinygltf::Model gltfModel;
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tinygltf::TinyGLTF loader;
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std::string err;
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std::string warn;
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loader.SetImageLoader(tinygltf::LoadImageData, nullptr);
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loader.SetImageWriter(tinygltf::WriteImageData, nullptr);
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bool ret;
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if (!extension.compare("GLTF"))
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{
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ret = loader.LoadASCIIFromFile(&gltfModel, &err, &warn, fileName);
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}
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else
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{
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ret = loader.LoadBinaryFromFile(&gltfModel, &err, &warn, fileName); // for binary glTF(.glb)
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}
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if (!ret) {
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wiHelper::messageBox(err, "GLTF error!");
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return nullptr;
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}
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Model* model = new Model;
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model->name = name;
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for (auto& x : gltfModel.materials)
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{
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Material* material = new Material(x.name);
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model->materials.insert(make_pair(material->name, material));
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material->baseColor = XMFLOAT3(1, 1, 1);
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material->roughness = 0.2f;
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material->metalness = 0.0f;
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material->reflectance = 0.2f;
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material->emissive = 0;
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auto& baseColorTexture = x.values.find("baseColorTexture");
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auto& metallicRoughnessTexture = x.values.find("metallicRoughnessTexture");
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auto& normalTexture = x.additionalValues.find("normalTexture");
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auto& emissiveTexture = x.additionalValues.find("emissiveTexture");
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auto& occlusionTexture = x.additionalValues.find("occlusionTexture");
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auto& baseColorFactor = x.values.find("baseColorFactor");
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auto& roughnessFactor = x.values.find("roughnessFactor");
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auto& metallicFactor = x.values.find("metallicFactor");
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auto& emissiveFactor = x.additionalValues.find("emissiveFactor");
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auto& alphaCutoff = x.additionalValues.find("alphaCutoff");
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if (baseColorTexture != x.values.end())
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{
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auto& tex = gltfModel.textures[baseColorTexture->second.TextureIndex()];
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auto& img = gltfModel.images[tex.source];
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material->textureName = directory + img.uri;
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if (!material->textureName.empty())
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material->texture = (Texture2D*)wiResourceManager::GetGlobal()->add(material->textureName);
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}
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if (normalTexture != x.additionalValues.end())
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{
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auto& tex = gltfModel.textures[normalTexture->second.TextureIndex()];
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auto& img = gltfModel.images[tex.source];
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material->normalMapName = directory + img.uri;
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if (!material->normalMapName.empty())
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material->normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->normalMapName);
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}
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if (emissiveTexture != x.additionalValues.end())
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{
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auto& tex = gltfModel.textures[emissiveTexture->second.TextureIndex()];
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auto& img = gltfModel.images[tex.source];
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material->surfaceMapName = directory + img.uri;
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if (!material->surfaceMapName.empty())
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material->surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->surfaceMapName);
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}
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if (baseColorFactor != x.values.end())
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{
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material->baseColor.x = static_cast<float>(baseColorFactor->second.ColorFactor()[0]);
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material->baseColor.y = static_cast<float>(baseColorFactor->second.ColorFactor()[1]);
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material->baseColor.z = static_cast<float>(baseColorFactor->second.ColorFactor()[2]);
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}
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if (roughnessFactor != x.values.end())
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{
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material->roughness = static_cast<float>(roughnessFactor->second.Factor());
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}
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if (metallicFactor != x.values.end())
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{
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material->metalness = static_cast<float>(metallicFactor->second.Factor());
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}
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if (emissiveFactor != x.additionalValues.end())
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{
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material->emissive = static_cast<float>(emissiveFactor->second.ColorFactor()[0]);
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}
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if (alphaCutoff != x.additionalValues.end())
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{
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material->alphaRef = static_cast<float>(alphaCutoff->second.Factor());
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}
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}
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vector<Armature*> armatureArray;
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for (auto& skin : gltfModel.skins)
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{
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Armature* armature = new Armature(skin.name);
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model->armatures.insert(armature);
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armatureArray.push_back(armature);
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const tinygltf::Node& skeleton_node = gltfModel.nodes[skin.skeleton];
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const size_t jointCount = skin.joints.size();
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armature->boneCollection.resize(jointCount);
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// Create bone collection:
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for (size_t i = 0; i < jointCount; ++i)
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{
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int jointIndex = skin.joints[i];
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const tinygltf::Node& joint_node = gltfModel.nodes[jointIndex];
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Bone* bone = new Bone(joint_node.name);
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if (bone->name.empty())
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{
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// GLTF might not contain bone names...
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stringstream ss("");
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ss << "Bone_" << i;
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bone->name = ss.str();
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}
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armature->boneCollection[i] = bone;
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if (!joint_node.scale.empty())
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{
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bone->scale_rest = XMFLOAT3((float)joint_node.scale[0], (float)joint_node.scale[1], (float)joint_node.scale[2]);
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}
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if (!joint_node.rotation.empty())
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{
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bone->rotation_rest = XMFLOAT4((float)joint_node.rotation[0], (float)joint_node.rotation[1], (float)joint_node.rotation[2], (float)joint_node.rotation[3]);
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}
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if (!joint_node.translation.empty())
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{
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bone->translation_rest = XMFLOAT3((float)joint_node.translation[0], (float)joint_node.translation[1], (float)joint_node.translation[2]);
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}
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XMVECTOR s = XMLoadFloat3(&bone->scale_rest);
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XMVECTOR r = XMLoadFloat4(&bone->rotation_rest);
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XMVECTOR t = XMLoadFloat3(&bone->translation_rest);
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XMMATRIX& w =
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XMMatrixScalingFromVector(s)*
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XMMatrixRotationQuaternion(r)*
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XMMatrixTranslationFromVector(t)
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;
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XMStoreFloat4x4(&bone->world_rest, w);
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}
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// Create bone name hierarchy:
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for (size_t i = 0; i < jointCount; ++i)
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{
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int jointIndex = skin.joints[i];
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const tinygltf::Node& joint_node = gltfModel.nodes[jointIndex];
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for (int childJointIndex : joint_node.children)
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{
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for (size_t j = 0; j < jointCount; ++j)
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{
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if (skin.joints[j] == childJointIndex)
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{
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armature->boneCollection[j]->parentName = armature->boneCollection[i]->name;
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break;
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}
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}
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}
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}
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// Final hierarchy and extra matrices created here:
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armature->CreateFamily();
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}
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int animID = 0;
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for (auto& anim : gltfModel.animations)
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{
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if (armatureArray.empty())
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{
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break;
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}
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Armature* armature = armatureArray[0];
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for (Bone* bone : armature->boneCollection)
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{
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bone->actionFrames.push_back(ActionFrames());
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}
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Action action;
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action.name = anim.name;
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if (action.name.empty())
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{
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stringstream ss("");
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ss << "Action_" << animID++;
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action.name = ss.str();
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}
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for (auto& channel : anim.channels)
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{
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const tinygltf::Node& target_node = gltfModel.nodes[channel.target_node];
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const tinygltf::AnimationSampler& sam = anim.samplers[channel.sampler];
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Bone* bone = nullptr;
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// Search for the armature + bone this animation belongs to:
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{
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const auto& skin = gltfModel.skins[0];
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const size_t jointCount = skin.joints.size();
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assert(armature->boneCollection.size() == jointCount);
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for (size_t i = 0; i < jointCount; ++i)
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{
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int jointIndex = skin.joints[i];
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if (jointIndex == channel.target_node)
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{
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bone = armature->boneCollection[i];
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break;
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}
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}
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}
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if (bone == nullptr)
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{
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assert(0 && "Corresponding bone not found!");
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continue;
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}
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vector<KeyFrame> keyframes;
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// AnimationSampler input = keyframe times
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{
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const tinygltf::Accessor& accessor = gltfModel.accessors[sam.input];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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assert(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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keyframes.resize(count);
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const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
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int firstFrame = INT_MAX;
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assert(stride == 4);
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for (size_t i = 0; i < count; ++i)
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{
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keyframes[i].frameI = (int)(((float*)data)[i] * 60); // !!! converting from time-base to frame-based !!!
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action.frameCount = max(action.frameCount, keyframes[i].frameI);
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firstFrame = min(firstFrame, keyframes[i].frameI);
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}
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// Cut out the empty part of the animation at the beginning:
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firstFrame = min(firstFrame, action.frameCount);
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for (size_t i = 0; i < count; ++i)
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{
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keyframes[i].frameI -= firstFrame;
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}
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action.frameCount -= firstFrame;
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}
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// AnimationSampler output = keyframe data
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{
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const tinygltf::Accessor& accessor = gltfModel.accessors[sam.output];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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// Unfortunately, GLTF stores absolute values for animation nodes, but the engine needs relative
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// Absolute = animation * rest (so the rest matrix is baked into animation, this can't be blended like we do now)
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// Relative = animation (so we can blend all animation tracks however we want, then post multiply with the rest matrix after blending)
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const XMMATRIX invRest = XMMatrixInverse(nullptr, XMLoadFloat4x4(&bone->world_rest));
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const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
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if (!channel.target_path.compare("scale"))
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{
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assert(stride == sizeof(XMFLOAT3));
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for (size_t i = 0; i < count; ++i)
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{
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const XMFLOAT3& sca = ((XMFLOAT3*)data)[i];
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//keyframes[i].data = XMFLOAT4(sca.x, sca.y, sca.z, 0);
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// Remove rest matrix from animation track:
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XMMATRIX mat = XMMatrixScalingFromVector(XMLoadFloat3(&sca));
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mat = mat * invRest;
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XMVECTOR s, r, t;
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XMMatrixDecompose(&s, &r, &t, mat);
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XMStoreFloat4(&keyframes[i].data, s);
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}
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bone->actionFrames.back().keyframesSca.insert(bone->actionFrames.back().keyframesSca.end(), keyframes.begin(), keyframes.end());
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}
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else if (!channel.target_path.compare("rotation"))
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{
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assert(stride == sizeof(XMFLOAT4));
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for (size_t i = 0; i < count; ++i)
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{
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const XMFLOAT4& rot = ((XMFLOAT4*)data)[i];
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//keyframes[i].data = rot;
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// Remove rest matrix from animation track:
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XMMATRIX mat = XMMatrixRotationQuaternion(XMLoadFloat4(&rot));
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mat = mat * invRest;
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XMVECTOR s, r, t;
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XMMatrixDecompose(&s, &r, &t, mat);
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XMStoreFloat4(&keyframes[i].data, r);
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}
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bone->actionFrames.back().keyframesRot.insert(bone->actionFrames.back().keyframesRot.end(), keyframes.begin(), keyframes.end());
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}
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else if (!channel.target_path.compare("translation"))
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{
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assert(stride == sizeof(XMFLOAT3));
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for (size_t i = 0; i < count; ++i)
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{
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const XMFLOAT3& tra = ((XMFLOAT3*)data)[i];
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//keyframes[i].data = XMFLOAT4(tra.x, tra.y, tra.z, 1);
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// Remove rest matrix from animation track:
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XMMATRIX mat = XMMatrixTranslationFromVector(XMLoadFloat3(&tra));
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mat = mat * invRest;
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XMVECTOR s, r, t;
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XMMatrixDecompose(&s, &r, &t, mat);
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XMStoreFloat4(&keyframes[i].data, t);
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}
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bone->actionFrames.back().keyframesPos.insert(bone->actionFrames.back().keyframesPos.end(), keyframes.begin(), keyframes.end());
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}
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else
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{
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assert(0);
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}
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}
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}
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armature->actions.push_back(action);
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}
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vector<Mesh*> meshArray;
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for (auto& x : gltfModel.meshes)
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{
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Mesh* mesh = new Mesh(x.name);
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meshArray.push_back(mesh);
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mesh->renderable = true;
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if (!armatureArray.empty())
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{
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mesh->armature = armatureArray[0]; // How to resolve?
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mesh->armatureName = mesh->armature->name;
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}
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XMFLOAT3 min = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX);
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XMFLOAT3 max = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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for (auto& prim : x.primitives)
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{
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assert(prim.indices >= 0);
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// Fill indices:
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const tinygltf::Accessor& accessor = gltfModel.accessors[prim.indices];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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size_t offset = mesh->indices.size();
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mesh->indices.resize(offset + count);
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const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
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if (stride == 1)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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// reorder indices:
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mesh->indices[offset + i + 0] = data[i + 0];
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mesh->indices[offset + i + 1] = data[i + 2];
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mesh->indices[offset + i + 2] = data[i + 1];
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}
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}
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else if (stride == 2)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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// reorder indices:
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mesh->indices[offset + i + 0] = ((uint16_t*)data)[i + 0];
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mesh->indices[offset + i + 1] = ((uint16_t*)data)[i + 2];
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mesh->indices[offset + i + 2] = ((uint16_t*)data)[i + 1];
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}
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}
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else if (stride == 4)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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// reorder indices:
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mesh->indices[offset + i + 0] = ((uint32_t*)data)[i + 0];
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mesh->indices[offset + i + 1] = ((uint32_t*)data)[i + 2];
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mesh->indices[offset + i + 2] = ((uint32_t*)data)[i + 1];
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}
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}
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else
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{
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assert(0 && "unsupported index stride!");
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}
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// Create mesh subset:
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MeshSubset subset;
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if (prim.material >= 0)
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{
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const string& mat_name = gltfModel.materials[prim.material].name;
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auto& found_mat = model->materials.find(mat_name);
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if (found_mat != model->materials.end())
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{
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subset.material = found_mat->second;
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}
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}
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if (subset.material == nullptr)
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{
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subset.material = new Material("gltfLoader-defaultMat");
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}
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mesh->subsets.push_back(subset);
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mesh->materialNames.push_back(subset.material->name);
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}
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int matIndex = -1;
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for (auto& prim : x.primitives)
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{
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matIndex++;
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size_t offset = mesh->vertices_FULL.size();
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for (auto& attr : prim.attributes)
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{
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const string& attr_name = attr.first;
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int attr_data = attr.second;
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const tinygltf::Accessor& accessor = gltfModel.accessors[attr_data];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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if (mesh->vertices_FULL.size() == offset)
|
|
{
|
|
mesh->vertices_FULL.resize(offset + count);
|
|
}
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
if (!attr_name.compare("POSITION"))
|
|
{
|
|
assert(stride == 12);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& pos = ((XMFLOAT3*)data)[i];
|
|
|
|
mesh->vertices_FULL[offset + i].pos = XMFLOAT4(pos.x, pos.y, pos.z, 0);
|
|
|
|
min = wiMath::Min(min, pos);
|
|
max = wiMath::Max(max, pos);
|
|
}
|
|
}
|
|
else if (!attr_name.compare("NORMAL"))
|
|
{
|
|
assert(stride == 12);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& nor = ((XMFLOAT3*)data)[i];
|
|
|
|
mesh->vertices_FULL[offset + i].nor.x = nor.x;
|
|
mesh->vertices_FULL[offset + i].nor.y = nor.y;
|
|
mesh->vertices_FULL[offset + i].nor.z = nor.z;
|
|
}
|
|
}
|
|
else if (!attr_name.compare("TEXCOORD_0"))
|
|
{
|
|
assert(stride == 8);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT2& tex = ((XMFLOAT2*)data)[i];
|
|
|
|
mesh->vertices_FULL[offset + i].tex.x = tex.x;
|
|
mesh->vertices_FULL[offset + i].tex.y = tex.y;
|
|
mesh->vertices_FULL[offset + i].tex.z = (float)matIndex /*prim.material*/;
|
|
}
|
|
}
|
|
else if (!attr_name.compare("JOINTS_0"))
|
|
{
|
|
if (stride == 4)
|
|
{
|
|
struct JointTmp
|
|
{
|
|
uint8_t ind[4];
|
|
};
|
|
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const JointTmp& joint = ((JointTmp*)data)[i];
|
|
|
|
mesh->vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
|
|
mesh->vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
|
|
mesh->vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
|
|
mesh->vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
|
|
}
|
|
}
|
|
else if (stride == 8)
|
|
{
|
|
struct JointTmp
|
|
{
|
|
uint16_t ind[4];
|
|
};
|
|
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const JointTmp& joint = ((JointTmp*)data)[i];
|
|
|
|
mesh->vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
|
|
mesh->vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
|
|
mesh->vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
|
|
mesh->vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
}
|
|
else if (!attr_name.compare("WEIGHTS_0"))
|
|
{
|
|
assert(stride == 16);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
mesh->vertices_FULL[offset + i].wei = ((XMFLOAT4*)data)[i];
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
mesh->aabb.create(min, max);
|
|
|
|
model->meshes.insert(make_pair(mesh->name, mesh));
|
|
}
|
|
|
|
// Object transformations and mesh links and cameras:
|
|
int camID = 0;
|
|
for (auto& node : gltfModel.nodes)
|
|
{
|
|
if (node.mesh >= 0)
|
|
{
|
|
Object* object = new Object(node.name);
|
|
model->objects.insert(object);
|
|
|
|
object->mesh = meshArray[node.mesh];
|
|
object->meshName = object->mesh->name;
|
|
|
|
if (!node.scale.empty())
|
|
{
|
|
object->scale_rest = XMFLOAT3((float)node.scale[0], (float)node.scale[1], (float)node.scale[2]);
|
|
}
|
|
if (!node.rotation.empty())
|
|
{
|
|
object->rotation_rest = XMFLOAT4((float)node.rotation[0], (float)node.rotation[1], (float)node.rotation[2], (float)node.rotation[3]);
|
|
}
|
|
if (!node.translation.empty())
|
|
{
|
|
object->translation_rest = XMFLOAT3((float)node.translation[0], (float)node.translation[1], (float)node.translation[2]);
|
|
}
|
|
}
|
|
if (node.camera >= 0)
|
|
{
|
|
Camera* camera = new Camera;
|
|
camera->SetUp((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
|
|
model->cameras.push_back(camera);
|
|
|
|
camera->name = gltfModel.cameras[node.camera].name;
|
|
if (camera->name.empty())
|
|
{
|
|
stringstream ss("");
|
|
ss << "cam" << camID++;
|
|
camera->name = ss.str();
|
|
}
|
|
|
|
if (!node.rotation.empty())
|
|
{
|
|
camera->rotation_rest = XMFLOAT4((float)node.rotation[0], (float)node.rotation[1], (float)node.rotation[2], (float)node.rotation[3]);
|
|
}
|
|
if (!node.translation.empty())
|
|
{
|
|
camera->translation_rest = XMFLOAT3((float)node.translation[0], (float)node.translation[1], (float)node.translation[2]);
|
|
}
|
|
|
|
camera->UpdateProps();
|
|
}
|
|
}
|
|
|
|
model->FinishLoading();
|
|
|
|
//XMMATRIX rightHandedToLeftHanded = XMMatrixRotationX(-XM_PIDIV2) * XMMatrixRotationY(XM_PIDIV2);
|
|
//this->transform(rightHandedToLeftHanded);
|
|
|
|
return model;
|
|
}
|