irrlicht/source/Irrlicht/CGLTFMeshFileLoader.cpp

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#include "CGLTFMeshFileLoader.h"
#include "CMeshBuffer.h"
#include "coreutil.h"
#include "IAnimatedMesh.h"
#include "IReadFile.h"
#include "irrTypes.h"
#include "path.h"
#include "S3DVertex.h"
#include "SAnimatedMesh.h"
#include "SColor.h"
#include "SMesh.h"
#include "vector3d.h"
#define TINYGLTF_IMPLEMENTATION
#include <tiny_gltf.h>
#include <cstddef>
#include <cstring>
#include <memory>
#include <string>
#include <tuple>
#include <utility>
#include <vector>
// A helper function to disable tinygltf embedded image loading
static bool dummyImageLoader(tinygltf::Image *a,
const int b, std::string *c,
std::string *d,
int e,
int f,
const unsigned char * g,
int h,
void *user_pointer)
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{
return false;
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};
namespace irr {
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namespace scene {
CGLTFMeshFileLoader::BufferOffset::BufferOffset(
const std::vector<unsigned char>& buf,
const std::size_t offset)
: m_buf(buf)
, m_offset(offset)
{
}
CGLTFMeshFileLoader::BufferOffset::BufferOffset(
const CGLTFMeshFileLoader::BufferOffset& other,
const std::size_t fromOffset)
: m_buf(other.m_buf)
, m_offset(other.m_offset + fromOffset)
{
}
unsigned char CGLTFMeshFileLoader::BufferOffset::at(
const std::size_t fromOffset) const
{
return m_buf.at(m_offset + fromOffset);
}
CGLTFMeshFileLoader::CGLTFMeshFileLoader() noexcept
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{
}
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bool CGLTFMeshFileLoader::isALoadableFileExtension(
const io::path& filename) const
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{
return core::hasFileExtension(filename, "gltf");
}
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IAnimatedMesh* CGLTFMeshFileLoader::createMesh(io::IReadFile* file)
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{
tinygltf::Model model{};
if (file->getSize() == 0 || !tryParseGLTF(file, model)) {
return nullptr;
}
// Create the base mesh
SMesh* mesh { new SMesh {} };
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// Iterate models
for (std::size_t mesh_index = 0;
mesh_index < model.meshes.size(); mesh_index++) {
// Iterate primitives
for (std::size_t primitive_index = 0; primitive_index < model
.meshes[mesh_index].primitives.size(); primitive_index++) {
const auto positionAccessorId = model.meshes[mesh_index]
.primitives[primitive_index].attributes["POSITION"];
const auto indicesAccessorId = model.meshes[mesh_index]
.primitives[primitive_index].indices;
// Creates counts for preallocation
std::size_t vertices_count = model.accessors[positionAccessorId].count;
// We must count to create containers for the data
// Create new buffer for vertices, positions, and normals
auto* vertexBuffer = new video::S3DVertex[vertices_count]();
// This is used to copy data into the vertexBuffer
Span<video::S3DVertex> verticesBuffer{vertexBuffer,vertices_count};
// Create dynamic indices buffer so it's easier to work with.
// Preallocate needed resources to boost game startup speed
std::vector<u16> indicesBuffer(model.accessors[
indicesAccessorId].count);
ModelParser parser(std::move(model));
parser.getIndices(indicesAccessorId, indicesBuffer);
parser.getVertices(positionAccessorId,
verticesBuffer,
mesh_index,
primitive_index);
// Inverse the order of indices due to the axis of the model being
// inverted when going from left handed to right handed coordinates
std::reverse(indicesBuffer.begin(),indicesBuffer.end());
// Create the mesh buffer
SMeshBuffer* meshbuf { new SMeshBuffer {} };
meshbuf->append(vertexBuffer, vertices_count, indicesBuffer.data(),
indicesBuffer.size());
mesh->addMeshBuffer(meshbuf);
}
}
// Create the mesh animations
SAnimatedMesh* animatedMesh { new SAnimatedMesh {} };
animatedMesh->addMesh(mesh);
return animatedMesh;
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}
CGLTFMeshFileLoader::ModelParser::ModelParser(
const tinygltf::Model& model)
: m_model(model)
{
}
CGLTFMeshFileLoader::ModelParser::ModelParser(
const tinygltf::Model&& model)
: m_model(model)
{
}
void CGLTFMeshFileLoader::ModelParser::getIndices(
const std::size_t accessorId,
std::vector<u16>& outIndices) const
{
const auto& view = m_model.bufferViews[
m_model.accessors[accessorId].bufferView];
const auto& modelIndices = m_model.buffers[view.buffer];
auto buffOffset = BufferOffset(modelIndices.data, view.byteOffset);
auto count = m_model.accessors[accessorId].count;
for (std::size_t i = 0; i < count; i++) {
outIndices[i] = readPrimitive<u16>(BufferOffset(
buffOffset, i * sizeof(u16)));
}
}
//Returns a tuple of the current counts (current_vertex_index,
// current_normals_index, current_tcoords_index)
void CGLTFMeshFileLoader::ModelParser::getVertices(
const std::size_t accessorId,
Span<video::S3DVertex>& outVertices,
std::size_t meshIndex,
std::size_t primitiveIndex) const
{
copyPositions(outVertices, accessorId);
const auto normalsField = m_model.meshes[meshIndex]
.primitives[primitiveIndex].attributes.find("NORMAL");
if (normalsField != m_model.meshes[meshIndex]
.primitives[primitiveIndex].attributes.end()) {
copyNormals(outVertices, normalsField->second);
}
const auto tCoordsField = m_model.meshes[meshIndex]
.primitives[primitiveIndex].attributes.find("TEXCOORD_0");
if (tCoordsField != m_model.meshes[meshIndex]
.primitives[primitiveIndex].attributes.end()) {
copyTCoords(outVertices, tCoordsField->second);
}
}
template <typename T>
T CGLTFMeshFileLoader::ModelParser::readPrimitive(
const BufferOffset& readFrom)
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{
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unsigned char d[sizeof(T)]{};
for (std::size_t i = 0; i < sizeof(T); ++i) {
d[i] = readFrom.at(i);
}
T dest;
std::memcpy(&dest, d, sizeof(dest));
return dest;
}
core::vector2df CGLTFMeshFileLoader::ModelParser::readVec2DF(
const CGLTFMeshFileLoader::BufferOffset& readFrom)
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{
return core::vector2df(readPrimitive<float>(readFrom),
readPrimitive<float>(BufferOffset(readFrom, sizeof(float))));
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}
core::vector3df CGLTFMeshFileLoader::ModelParser::readVec3DF(
const BufferOffset& readFrom,
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const float scale = 1.0f)
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{
// glTF's coordinate system is right-handed, Irrlicht's is left-handed
// glTF's +Z axis corresponds to Irrlicht's -Z axis
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return core::vector3df(
scale * readPrimitive<float>(readFrom),
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scale * readPrimitive<float>(BufferOffset(readFrom, sizeof(float))),
-scale * readPrimitive<float>(BufferOffset(readFrom, 2 *
sizeof(float))));
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}
void CGLTFMeshFileLoader::ModelParser::copyPositions(
const Span<video::S3DVertex> vertices,
const std::size_t accessorId) const
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{
const auto& view = m_model.bufferViews[
m_model.accessors[accessorId].bufferView];
const auto& buffer = m_model.buffers[view.buffer];
const auto count = m_model.accessors[accessorId].count;
for (std::size_t i = 0; i < count; i++) {
const auto v = readVec3DF(BufferOffset(
buffer.data,
view.byteOffset + (3 * sizeof(float) * i)),
getScale());
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vertices.buffer[i].Pos = v;
}
}
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void CGLTFMeshFileLoader::ModelParser::copyNormals(
const Span<video::S3DVertex> vertices,
const std::size_t accessorId) const
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{
const auto& view = m_model.bufferViews[
m_model.accessors[accessorId].bufferView];
const auto& buffer = m_model.buffers[view.buffer];
const auto count = m_model.accessors[accessorId].count;
for (std::size_t i = 0; i < count; i++) {
const auto n = readVec3DF(BufferOffset( buffer.data,
view.byteOffset + 3 * sizeof(float) * i ));
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vertices.buffer[i].Normal = n;
}
}
void CGLTFMeshFileLoader::ModelParser::copyTCoords(
const Span<video::S3DVertex> vertices,
const std::size_t accessorId) const
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{
const auto& view = m_model.bufferViews[
m_model.accessors[accessorId].bufferView];
const auto& buffer = m_model.buffers[view.buffer];
const auto count = m_model.accessors[accessorId].count;
for (std::size_t i = 0; i < count; ++i) {
const auto t = readVec2DF(BufferOffset(
buffer.data, view.byteOffset + 2 * sizeof(float) * i));
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vertices.buffer[i].TCoords = t;
}
}
float CGLTFMeshFileLoader::ModelParser::getScale() const
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{
if (m_model.nodes[0].scale.size() > 0) {
return static_cast<float>(m_model.nodes[0].scale[0]);
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}
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return 1.0f;
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}
bool CGLTFMeshFileLoader::tryParseGLTF(io::IReadFile* file,
tinygltf::Model& model)
{
tinygltf::TinyGLTF loader {};
// Stop embedded textures from making model fail to load
loader.SetImageLoader(dummyImageLoader, nullptr);
std::string err {};
std::string warn {};
auto buf = std::make_unique<char[]>(file->getSize());
file->read(buf.get(), file->getSize());
if (err != "") {
return false;
}
return loader.LoadASCIIFromString(&model, &err, &warn, buf.get(),
file->getSize(), "", 1);
}
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} // namespace scene
} // namespace irr