Extension of data export to GLB/GLTF format
Allows to export unlimited (more than 4) bones per vertex Use JOINTS_1,2,.. and WEIGHTS_1,2,... Added AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX flag
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@@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/commonMetaData.h>
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#include <assimp/postprocess.h>
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#include <assimp/config.h>
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#include <assimp/scene.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/Importer.hpp>
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@@ -504,6 +505,144 @@ TEST_F(utglTF2ImportExport, bug_import_simple_skin) {
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EXPECT_NE(nullptr, scene);
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}
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bool checkSkinnedScene(const aiScene *scene){
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float eps = 0.001;
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bool result = true;
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EXPECT_EQ(scene->mNumMeshes, 1u);
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EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
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uint numWeights[] = {4u, 4u, 4u, 4u, 2u , 1u, 1u, 2u, 1u, 1u};
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float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
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{0.113, 0.243, 0.499, 0.251},
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{0.005, 0.010, 0.041, 0.093},
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{0.090, 0.234, 0.404, 0.243},
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{0.090, 0.222, 0.000, 0.000},
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{0.216, 0.000, 0.000, 0.000},
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{0.058, 0.000, 0.000, 0.000},
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{0.086, 0.000, 0.000, 0.111},
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{0.088, 0.000, 0.000, 0.000},
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{0.049, 0.000, 0.000, 0.000}};
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for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
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EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
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std::map<uint, float> map;
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for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
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auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
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auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
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map[key] = weight;
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}
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for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
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auto weight = map[jointIndex];
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EXPECT_LT(abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
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}
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}
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return result;
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}
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void checkSkinnedSceneLimited(const aiScene *scene){
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float eps = 0.001;
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EXPECT_EQ(scene->mNumMeshes, 1u);
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EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
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EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
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uint numWeights[] = {4u, 4u, 1u, 4u, 1u , 1u, 1u, 1u, 1u, 1u};
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float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
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{0.113, 0.243, 0.499, 0.251},
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{0.000, 0.000, 0.041, 0.000},
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{0.090, 0.234, 0.404, 0.243},
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{0.000, 0.222, 0.000, 0.000},
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{0.216, 0.000, 0.000, 0.000},
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{0.000, 0.000, 0.000, 0.000},
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{0.000, 0.000, 0.000, 0.111},
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{0.000, 0.000, 0.000, 0.000},
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{0.000, 0.000, 0.000, 0.000}};
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for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
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EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
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std::map<uint, float> map;
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for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
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auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
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auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
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map[key] = weight;
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}
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for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
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auto weight = map[jointIndex];
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EXPECT_LT(std::abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
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}
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}
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}
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TEST_F(utglTF2ImportExport, bug_import_simple_skin2) {
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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const aiScene *scene = importer.ReadFile(
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_skin.glb",
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aiProcess_ValidateDataStructure);
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checkSkinnedScene(scene);
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ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb"));
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ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf"));
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// enable more than four bones per vertex
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Assimp::ExportProperties properties = Assimp::ExportProperties();
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properties.SetPropertyBool(
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AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX, true);
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ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb", 0u, &properties));
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ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf", 0u, &properties));
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// check skinning data of both exported files for limited number bones per vertex
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const aiScene *limitedSceneImported = importer.ReadFile(
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf",
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aiProcess_ValidateDataStructure);
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checkSkinnedSceneLimited(limitedSceneImported);
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limitedSceneImported = importer.ReadFile(
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb",
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aiProcess_ValidateDataStructure);
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checkSkinnedSceneLimited(limitedSceneImported);
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// check skinning data of both exported files for unlimited number bones per vertex
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const aiScene *sceneImported = importer.ReadFile(
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf",
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aiProcess_ValidateDataStructure);
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checkSkinnedScene(sceneImported);
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sceneImported = importer.ReadFile(
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ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb",
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aiProcess_ValidateDataStructure);
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checkSkinnedScene(sceneImported);
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}
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TEST_F(utglTF2ImportExport, import_cameras) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/cameras/Cameras.gltf",
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