chore: export gltf basic attributes

This commit is contained in:
Jan
2024-04-01 15:20:58 +02:00
parent 8a0c93d3d8
commit 0d96213f21
2 changed files with 142 additions and 18 deletions

View File

@ -13,6 +13,9 @@ namespace
class GltfWriterImpl final : public gltf::Writer
{
static constexpr auto NODE_INDEX_MESH = 0u;
static constexpr auto NODE_FIRST_INDEX_BONES = 1u;
public:
GltfWriterImpl(const Output* output, std::string gameName, std::string zoneName)
: m_output(output),
@ -24,8 +27,12 @@ namespace
void Write(std::ostream& stream) override
{
JsonRoot gltf;
gltf.asset.version = GLTF_VERSION_STRING;
gltf.asset.generator = GLTF_GENERATOR;
CreateJsonAsset(gltf.asset);
CreateMeshNode(gltf);
CreateMesh(gltf);
CreateSkeletonNodes(gltf);
CreateSkin(gltf);
CreateScene(gltf);
const json jRoot = gltf;
m_output->EmitJson(jRoot);
@ -33,6 +40,109 @@ namespace
}
private:
static void CreateJsonAsset(JsonAsset& asset)
{
asset.version = GLTF_VERSION_STRING;
asset.generator = GLTF_GENERATOR;
}
void CreateMeshNode(JsonRoot& gltf) const
{
JsonNode meshNode;
// We only have one mesh
meshNode.mesh = 0u;
// Only add skin if the model has bones
if (!m_bones.empty())
{
// We only have one skin
meshNode.skin = 0u;
}
if (!gltf.nodes.has_value())
gltf.nodes.emplace();
gltf.nodes->emplace_back(std::move(meshNode));
}
void CreateMesh(JsonRoot& gltf) const
{
if (!gltf.meshes.has_value())
gltf.meshes.emplace();
JsonMesh mesh;
gltf.meshes->emplace_back(std::move(mesh));
}
static unsigned CreateNodeIndexFromBoneIndex(const unsigned boneIndex)
{
return boneIndex + NODE_FIRST_INDEX_BONES;
}
void CreateSkeletonNodes(JsonRoot& gltf) const
{
if (m_bones.empty())
return;
if (!gltf.nodes.has_value())
gltf.nodes.emplace();
for (const auto [boneIndex, bone] : std::views::enumerate(m_bones))
{
JsonNode boneNode;
boneNode.name = bone.name;
boneNode.translation = std::to_array(bone.globalOffset);
boneNode.rotation = std::to_array({bone.globalRotation.m_x, bone.globalRotation.m_y, bone.globalRotation.m_z, bone.globalRotation.m_w});
const auto isParentOf = [this, boneIndex](const unsigned b)
{
return m_bones[b].parentIndex == boneIndex;
};
auto children = std::ranges::iota_view(0u, m_bones.size()) | std::views::filter(isParentOf)
| std::views::transform(CreateNodeIndexFromBoneIndex) | std::ranges::to<std::vector<unsigned>>();
if (!children.empty())
boneNode.children = std::move(children);
gltf.nodes->emplace_back(std::move(boneNode));
}
}
void CreateSkin(JsonRoot& gltf) const
{
if (m_bones.empty())
return;
JsonSkin skin;
skin.joints =
std::ranges::iota_view(0u, m_bones.size()) | std::views::transform(CreateNodeIndexFromBoneIndex) | std::ranges::to<std::vector<unsigned>>();
if (!gltf.skins.has_value())
gltf.skins.emplace();
gltf.skins->emplace_back(std::move(skin));
}
void CreateScene(JsonRoot& gltf) const
{
JsonScene scene;
// Only add skin if the model has bones
if (m_bones.empty())
scene.nodes.emplace_back(NODE_INDEX_MESH);
else
scene.nodes.emplace_back(m_skeleton_node);
if (!gltf.scenes.has_value())
gltf.scenes.emplace();
gltf.scenes->emplace_back(std::move(scene));
gltf.scene = 0u;
}
unsigned m_skeleton_node = 0u;
const Output* m_output;
std::string m_game_name;
std::string m_zone_name;