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// SPDX-License-Identifier: Apache 2.0
// Copyright 2024-Present Light Transport Entertainment, Inc.
//
#include <emscripten/bind.h>
#include <emscripten/console.h>
#include <emscripten/em_js.h>
#include <emscripten/fetch.h>
#include <emscripten/emscripten.h>
#include <string>
#include <vector>
#include <chrono>
#include <thread>
#include "external/fast_float/include/fast_float/bigint.h"
#include "tinyusdz.hh"
#include "pprinter.hh"
#include "tydra/render-data.hh"
#include "tydra/scene-access.hh"
// Handling Asset
// Due to the limitatrion of C++(synchronous) initiated async file(fetch) read,
// We decided to fetch asset in JavaScript layer.
//
// 1. First list up assets(textures, USD scenes(for composition)
// 2. Load(fetch) assets to memory in JavaScript layer
// 3. Set binary data to EMAssetResolutionResolver.
// 4. Use EMAssetResolutionResolver to load asset(simply lookup binary data by asset name)
//
using namespace emscripten;
namespace detail {
std::array<double, 9> toArray(const tinyusdz::value::matrix3d &m) {
std::array<double, 9> ret;
ret[0] = m.m[0][0];
ret[1] = m.m[0][1];
ret[2] = m.m[0][2];
ret[3] = m.m[1][0];
ret[4] = m.m[1][1];
ret[5] = m.m[1][2];
ret[6] = m.m[2][0];
ret[7] = m.m[2][1];
ret[8] = m.m[2][2];
return ret;
}
std::array<double, 16> toArray(const tinyusdz::value::matrix4d &m) {
std::array<double, 16> ret;
ret[0] = m.m[0][0];
ret[1] = m.m[0][1];
ret[2] = m.m[0][2];
ret[3] = m.m[0][3];
ret[4] = m.m[1][0];
ret[5] = m.m[1][1];
ret[6] = m.m[1][2];
ret[7] = m.m[1][3];
ret[8] = m.m[2][0];
ret[9] = m.m[2][1];
ret[10] = m.m[2][2];
ret[11] = m.m[2][3];
ret[12] = m.m[3][0];
ret[13] = m.m[3][1];
ret[14] = m.m[3][2];
ret[15] = m.m[3][3];
return ret;
}
// To RGBA
bool ToRGBA(const std::vector<uint8_t> &src, int channels,
std::vector<uint8_t> &dst) {
uint32_t npixels = src.size() / channels;
dst.resize(npixels * 4);
if (channels == 1) { // grayscale
for (size_t i = 0; i < npixels; i++) {
dst[4 * i + 0] = src[i];
dst[4 * i + 1] = src[i];
dst[4 * i + 2] = src[i];
dst[4 * i + 3] = 1.0f;
}
} else if (channels == 2) { // assume luminance + alpha
for (size_t i = 0; i < npixels; i++) {
dst[4 * i + 0] = src[2 * i + 0];
dst[4 * i + 1] = src[2 * i + 0];
dst[4 * i + 2] = src[2 * i + 0];
dst[4 * i + 3] = src[2 * i + 1];
}
} else if (channels == 3) {
for (size_t i = 0; i < npixels; i++) {
dst[4 * i + 0] = src[3 * i + 0];
dst[4 * i + 1] = src[3 * i + 1];
dst[4 * i + 2] = src[3 * i + 2];
dst[4 * i + 3] = 1.0f;
}
} else if (channels == 4) {
dst = src;
} else {
return false;
}
return true;
}
} // namespace detail
struct EMAssetResolutionResolver {
static int Resolve(const char *asset_name,
const std::vector<std::string> &search_paths,
std::string *resolved_asset_name, std::string *err,
void *userdata) {
(void)err;
(void)userdata;
(void)search_paths;
if (!asset_name) {
return -2; // err
}
if (!resolved_asset_name) {
return -2; // err
}
// TODO: searchpath
(*resolved_asset_name) = asset_name;
return 0; // OK
}
// AssetResoltion handlers
static int Size(const char *asset_name, uint64_t *nbytes, std::string *err,
void *userdata) {
(void)userdata;
if (!asset_name) {
if (err) {
(*err) += "asset_name arg is nullptr.\n";
}
return -1;
}
if (!nbytes) {
if (err) {
(*err) += "nbytes arg is nullptr.\n";
}
return -1;
}
EMAssetResolutionResolver *p = reinterpret_cast<EMAssetResolutionResolver *>(userdata);
const std::string &binary = p->get(asset_name);
//std::cout << asset_name << ".size " << binary.size() << "\n";
(*nbytes) = uint64_t(binary.size());
return 0; // OK
}
static int Read(const char *asset_name, uint64_t req_nbytes, uint8_t *out_buf,
uint64_t *nbytes, std::string *err, void *userdata) {
if (!asset_name) {
if (err) {
(*err) += "asset_name arg is nullptr.\n";
}
return -3;
}
if (!nbytes) {
if (err) {
(*err) += "nbytes arg is nullptr.\n";
}
return -3;
}
if (req_nbytes < 9) { // at least 9 bytes(strlen("#usda 1.0")) or more
return -2;
}
EMAssetResolutionResolver *p = reinterpret_cast<EMAssetResolutionResolver *>(userdata);
if (p->has(asset_name)) {
const std::string &c = p->get(asset_name);
if (c.size() > req_nbytes) {
return -2;
}
memcpy(out_buf, c.data(), c.size());
(*nbytes) = c.size();
return 0; // ok
}
return -1;
}
// Assume content is loaded in JS layer.
bool add(const std::string &asset_name, const std::string &binary) {
bool overwritten = has(asset_name);
cache[asset_name] = binary;
return overwritten;
}
bool has(const std::string &asset_name) const {
return cache.count(asset_name);
}
const std::string &get(const std::string &asset_name) const {
if (!cache.count(asset_name)) {
return empty_;
}
return cache.at(asset_name);
}
void clear() {
cache.clear();
}
// TODO: Use IndexDB?
//
// <uri, bytes>
std::map<std::string, std::string> cache;
std::string empty_;
};
bool SetupEMAssetResolution(
tinyusdz::AssetResolutionResolver &resolver,
/* must be the persistent pointer address until usd load finishes */
const EMAssetResolutionResolver *p) {
if (!p) {
return false;
}
tinyusdz::AssetResolutionHandler handler;
handler.resolve_fun = EMAssetResolutionResolver::Resolve;
handler.size_fun = EMAssetResolutionResolver::Size;
handler.read_fun = EMAssetResolutionResolver::Read;
handler.write_fun = nullptr;
handler.userdata =
reinterpret_cast<void *>(const_cast<EMAssetResolutionResolver *>(p));
resolver.register_wildcard_asset_resolution_handler(handler);
return true;
}
///
/// Simple C++ wrapper class for Emscripten
///
class TinyUSDZLoaderNative {
public:
struct CompositionFeatures {
bool subLayers{true};
bool inherits{true};
bool variantSets{true};
bool references{true};
bool payload{true}; // Not 'payloads'
bool specializes{true};
};
// Default constructor for async loading
TinyUSDZLoaderNative() : loaded_(false) {}
~TinyUSDZLoaderNative() {}
#if 0
///
/// `binary` is the buffer for TinyUSDZ binary(e.g. buffer read by
/// fs.readFileSync) std::string can be used as UInt8Array in JS layer.
///
TinyUSDZLoaderNative(const std::string &binary) {
loadFromBinary(binary);
}
#endif
bool stageToRenderScene(const tinyusdz::Stage &stage, bool is_usdz, const std::string &binary) {
tinyusdz::tydra::RenderSceneConverterEnv env(stage);
// load texture in C++ image loader? default = false(Use JS to decode texture image)
env.scene_config.load_texture_assets = loadTextureInNative_;
env.material_config.preserve_texel_bitdepth = true;
if (is_usdz) {
// TODO: Support USDZ + Composition
// Setup AssetResolutionResolver to read a asset(file) from memory.
bool asset_on_memory =
false; // duplicate asset data from USDZ(binary) to UDSZAsset struct.
if (!tinyusdz::ReadUSDZAssetInfoFromMemory(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size(),
asset_on_memory, &usdz_asset_, &warn_, &error_)) {
std::cerr << "Failed to read USDZ assetInfo. \n";
loaded_ = false;
return false;
}
tinyusdz::AssetResolutionResolver arr;
// NOTE: Pointer address of usdz_asset must be valid until the call of
// RenderSceneConverter::ConvertToRenderScene.
if (!tinyusdz::SetupUSDZAssetResolution(arr, &usdz_asset_)) {
std::cerr << "Failed to setup AssetResolution for USDZ asset\n";
loaded_ = false;
return false;
}
env.asset_resolver = arr;
} else {
tinyusdz::AssetResolutionResolver arr;
if (!SetupEMAssetResolution(arr, &em_resolver_)) {
std::cerr << "Failed to setup FetchAssetResolution\n";
loaded_ = false;
return false;
}
env.asset_resolver = arr;
}
// RenderScene: Scene graph object which is suited for GL/Vulkan renderer
tinyusdz::tydra::RenderSceneConverter converter;
// env.timecode = timecode; // TODO
loaded_ = converter.ConvertToRenderScene(env, &render_scene_);
if (!loaded_) {
std::cerr << "Failed to convert USD Stage to RenderScene: \n"
<< converter.GetError() << "\n";
error_ = converter.GetError();
return false;
}
return true;
}
bool loadAsLayerFromBinary(const std::string &binary, const std::string &filename) {
bool is_usdz = tinyusdz::IsUSDZ(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size());
loaded_ = tinyusdz::LoadLayerFromMemory(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size(),
filename, &layer_, &warn_, &error_);
if (!loaded_) {
return false;
}
loaded_as_layer_ = true;
filename_ = filename;
return true;
}
bool loadFromBinary(const std::string &binary, const std::string &filename) {
//if (enableComposition_) {
// return loadAndCompositeFromBinary(binary, filename);
//}
bool is_usdz = tinyusdz::IsUSDZ(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size());
tinyusdz::Stage stage;
loaded_ = tinyusdz::LoadUSDFromMemory(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size(),
filename, &stage, &warn_, &error_);
if (!loaded_) {
return false;
}
loaded_as_layer_ = false;
filename_ = filename;
#if 0
tinyusdz::tydra::RenderSceneConverterEnv env(stage);
//
// false = Load Texture in JS Layer
//
env.scene_config.load_texture_assets = loadTextureInNative_;
env.material_config.preserve_texel_bitdepth = true;
if (is_usdz) {
// TODO: Support USDZ + Composition
// Setup AssetResolutionResolver to read a asset(file) from memory.
bool asset_on_memory =
false; // duplicate asset data from USDZ(binary) to UDSZAsset struct.
if (!tinyusdz::ReadUSDZAssetInfoFromMemory(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size(),
asset_on_memory, &usdz_asset_, &warn_, &error_)) {
std::cerr << "Failed to read USDZ assetInfo. \n";
loaded_ = false;
return false;
}
tinyusdz::AssetResolutionResolver arr;
// NOTE: Pointer address of usdz_asset must be valid until the call of
// RenderSceneConverter::ConvertToRenderScene.
if (!tinyusdz::SetupUSDZAssetResolution(arr, &usdz_asset_)) {
std::cerr << "Failed to setup AssetResolution for USDZ asset\n";
loaded_ = false;
return false;
}
env.asset_resolver = arr;
} else {
tinyusdz::AssetResolutionResolver arr;
if (!SetupFetchAssetResolution(arr, &em_resolver_)) {
std::cerr << "Failed to setup FetchAssetResolution\n";
loaded_ = false;
return false;
}
env.asset_resolver = arr;
}
// RenderScene: Scene graph object which is suited for GL/Vulkan renderer
tinyusdz::tydra::RenderSceneConverter converter;
// env.timecode = timecode; // TODO
loaded_ = converter.ConvertToRenderScene(env, &render_scene_);
if (!loaded_) {
std::cerr << "Failed to convert USD Stage to RenderScene: \n"
<< converter.GetError() << "\n";
error_ = converter.GetError();
return false;
}
#else
return stageToRenderScene(stage, is_usdz, binary);
#endif
}
#if 0 // TODO: Remove
//
// Current limitation: can't specify usdz for USD to be composited(e.g. subLayer'ed, reference'ed)
// Toplevel USD can be USDZ.
//
bool loadAndCompositeFromBinary(const std::string &binary, const std::string &filename) {
std::cout << "loadAndComposite " << std::endl;
bool is_usdz = tinyusdz::IsUSDZ(
reinterpret_cast<const uint8_t *>(binary.c_str()), binary.size());
tinyusdz::Layer root_layer;
bool ret = tinyusdz::LoadLayerFromMemory(reinterpret_cast<const uint8_t*>(binary.data()), binary.size(), filename, &root_layer, &warn_, &error_);
if (!ret) {
return false;
}
tinyusdz::Stage stage;
stage.metas() = root_layer.metas();
std::string warn;
tinyusdz::AssetResolutionResolver resolver;
if (!SetupEMAssetResolution(resolver, &em_resolver_)) {
std::cerr << "Failed to setup FetchAssetResolution\n";
return false;
}
const std::string base_dir = "./"; // FIXME
resolver.set_current_working_path(base_dir);
resolver.set_search_paths({base_dir});
filename_ = filename;
// TODO: Control composition feature flag from JS layer.
CompositionFeatures comp_features;
constexpr int kMaxIteration = 32; // Reduce iterations for web
//
// LIVRPS strength ordering
// - [x] Local(subLayers)
// - [x] Inherits
// - [x] VariantSets
// - [x] References
// - [x] Payload
// - [ ] Specializes
//
tinyusdz::Layer src_layer = root_layer;
if (comp_features.subLayers) {
tinyusdz::Layer composited_layer;
if (!tinyusdz::CompositeSublayers(resolver, src_layer, &composited_layer, &warn_, &error_)) {
//std::cerr << "Failed to composite subLayers: " << err << "\n";
return false;
}
std::cout << "# `subLayers` composited\n";
//std::cout << composited_layer << "\n";
src_layer = std::move(composited_layer);
}
// TODO: Find more better way to Recursively resolve references/payload/variants
for (int i = 0; i < kMaxIteration; i++) {
bool has_unresolved = false;
if (comp_features.references) {
if (!src_layer.check_unresolved_references()) {
std::cout << "# iter " << i << ": no unresolved references.\n";
} else {
has_unresolved = true;
tinyusdz::Layer composited_layer;
if (!tinyusdz::CompositeReferences(resolver, src_layer, &composited_layer, &warn_, &error_)) {
return false;
}
src_layer = std::move(composited_layer);
}
}
if (comp_features.payload) {
if (!src_layer.check_unresolved_payload()) {
std::cout << "# iter " << i << ": no unresolved payload.\n";
} else {
has_unresolved = true;
tinyusdz::Layer composited_layer;
if (!tinyusdz::CompositePayload(resolver, src_layer, &composited_layer, &warn_, &error_)) {
return false;
}
src_layer = std::move(composited_layer);
}
}
if (comp_features.inherits) {
if (!src_layer.check_unresolved_inherits()) {
std::cout << "# iter " << i << ": no unresolved inherits.\n";
} else {
has_unresolved = true;
tinyusdz::Layer composited_layer;
if (!tinyusdz::CompositeInherits(src_layer, &composited_layer, &warn_, &error_)) {
return false;
}
src_layer = std::move(composited_layer);
}
}
if (comp_features.variantSets) {
if (!src_layer.check_unresolved_variant()) {
std::cout << "# iter " << i << ": no unresolved variant.\n";
} else {
has_unresolved = true;
tinyusdz::Layer composited_layer;
if (!tinyusdz::CompositeVariant(src_layer, &composited_layer, &warn_, &error_)) {
return false;
}
src_layer = std::move(composited_layer);
}
}
std::cout << "# has_unresolved_references: " << src_layer.check_unresolved_references() << "\n";
std::cout << "# all resolved? " << !has_unresolved << "\n";
if (!has_unresolved) {
std::cout << "# of composition iteration to resolve fully: " << (i + 1) << "\n";
break;
}
}
tinyusdz::Stage comp_stage;
ret = LayerToStage(src_layer, &comp_stage, &warn_, &error_);
if (!ret) {
return false;
}
return stageToRenderScene(stage, is_usdz, binary);
}
#endif
int numMeshes() const { return render_scene_.meshes.size(); }
emscripten::val getMaterial(int mat_id) const {
emscripten::val mat = emscripten::val::object();
if (!loaded_) {
return mat;
}
if (mat_id >= render_scene_.materials.size()) {
return mat;
}
const auto &m = render_scene_.materials[mat_id];
// UsdPreviewSurface like shader param
// [x] diffuseColor : color3f or texture
// [x] emissiveColor : color3f or texture
// [x] useSpecularWorkflow : bool
// * SpecularWorkflow
// [x] specularColor : color3f or texture
// * MetalnessWorkflow
// [x] metallic : float or texture
// [x] roughness : float or texture
// [x] clearcoat : float or texture
// [x] clearcoatRoughness : float or texture
// [x] opacity : float or texture
// [ ] opacityMode(from 2.6) : transparent or presence
// [x] opacityThreshold : float or texture
// [x] ior : float or texture
// [x] normal : normal3f or texture
// [x] displacement : float or texture
// [x] occlusion : float or texture
mat.set("diffuseColor", m.surfaceShader.diffuseColor.value);
if (m.surfaceShader.diffuseColor.is_texture()) {
mat.set("diffuseColorTextureId", m.surfaceShader.diffuseColor.texture_id);
}
mat.set("emissiveColor", m.surfaceShader.emissiveColor.value);
if (m.surfaceShader.emissiveColor.is_texture()) {
mat.set("emissiveColorTextureId",
m.surfaceShader.emissiveColor.texture_id);
}
mat.set("useSpecularWorkflow", m.surfaceShader.useSpecularWorkflow);
if (m.surfaceShader.useSpecularWorkflow) {
mat.set("specularColor", m.surfaceShader.specularColor.value);
if (m.surfaceShader.specularColor.is_texture()) {
mat.set("specularColorTextureId",
m.surfaceShader.specularColor.texture_id);
}
} else {
mat.set("metallic", m.surfaceShader.metallic.value);
if (m.surfaceShader.metallic.is_texture()) {
mat.set("metallicTextureId", m.surfaceShader.metallic.texture_id);
}
}
mat.set("roughness", m.surfaceShader.roughness.value);
if (m.surfaceShader.roughness.is_texture()) {
mat.set("roughnessTextureId", m.surfaceShader.roughness.texture_id);
}
mat.set("cleacoat", m.surfaceShader.clearcoat.value);
if (m.surfaceShader.clearcoat.is_texture()) {
mat.set("cleacoatTextureId", m.surfaceShader.clearcoat.texture_id);
}
mat.set("clearcoatRoughness", m.surfaceShader.clearcoatRoughness.value);
if (m.surfaceShader.clearcoatRoughness.is_texture()) {
mat.set("clearcoatRoughnessTextureId",
m.surfaceShader.clearcoatRoughness.texture_id);
}
mat.set("opacity", m.surfaceShader.opacity.value);
if (m.surfaceShader.opacity.is_texture()) {
mat.set("opacityTextureId", m.surfaceShader.opacity.texture_id);
}
// TODO
// mat.set("opacityMode", m.surfaceShader.opacityMode);
mat.set("opacityThreshold", m.surfaceShader.opacityThreshold.value);
if (m.surfaceShader.opacityThreshold.is_texture()) {
mat.set("opacityThresholdTextureId",
m.surfaceShader.opacityThreshold.texture_id);
}
mat.set("ior", m.surfaceShader.ior.value);
if (m.surfaceShader.ior.is_texture()) {
mat.set("iorTextureId", m.surfaceShader.ior.texture_id);
}
mat.set("normal", m.surfaceShader.normal.value);
if (m.surfaceShader.normal.is_texture()) {
mat.set("normalTextureId", m.surfaceShader.normal.texture_id);
}
mat.set("displacement", m.surfaceShader.displacement.value);
if (m.surfaceShader.displacement.is_texture()) {
mat.set("displacementTextureId", m.surfaceShader.displacement.texture_id);
}
mat.set("occlusion", m.surfaceShader.occlusion.value);
if (m.surfaceShader.occlusion.is_texture()) {
mat.set("occlusionTextureId", m.surfaceShader.occlusion.texture_id);
}
return mat;
}
emscripten::val getTexture(int tex_id) const {
emscripten::val tex = emscripten::val::object();
if (!loaded_) {
return tex;
}
if (tex_id >= render_scene_.textures.size()) {
return tex;
}
const auto &t = render_scene_.textures[tex_id];
tex.set("textureImageId", int(t.texture_image_id));
tex.set("wrapS", to_string(t.wrapS));
tex.set("wrapT", to_string(t.wrapT));
// TOOD: bias, scale, rot/scale/trans, etc
return tex;
}
emscripten::val getImage(int img_id) const {
emscripten::val img = emscripten::val::object();
if (!loaded_) {
return img;
}
if (img_id >= render_scene_.images.size()) {
return img;
}
const auto &i = render_scene_.images[img_id];
img.set("width", int(i.width));
img.set("height", int(i.height));
img.set("channels", int(i.channels));
img.set("uri", i.asset_identifier);
img.set("decoded", bool(i.decoded));
img.set("colorSpace", to_string(i.colorSpace));
img.set("usdColorSpace", to_string(i.usdColorSpace));
img.set("bufferId", int(i.buffer_id));
if ((i.buffer_id >= 0) && (i.buffer_id < render_scene_.buffers.size())) {
const auto &b = render_scene_.buffers[i.buffer_id];
// TODO: Support HDR
img.set("data",
emscripten::typed_memory_view(b.data.size(), b.data.data()));
}
return img;
}
emscripten::val getMesh(int mesh_id) const {
emscripten::val mesh = emscripten::val::object();
if (!loaded_) {
return mesh;
}
if (mesh_id >= render_scene_.meshes.size()) {
return mesh;
}
const tinyusdz::tydra::RenderMesh &rmesh =
render_scene_.meshes[size_t(mesh_id)];
// TODO: Use three.js scene description format?
mesh.set("primName", rmesh.prim_name);
mesh.set("displayName", rmesh.display_name);
mesh.set("absPath", rmesh.abs_path);
const uint32_t *indices_ptr = rmesh.faceVertexIndices().data();
mesh.set("faceVertexIndices",
emscripten::typed_memory_view(rmesh.faceVertexIndices().size(),
indices_ptr));
const uint32_t *counts_ptr = rmesh.faceVertexCounts().data();
mesh.set("faceVertexCounts",
emscripten::typed_memory_view(rmesh.faceVertexCounts().size(),
counts_ptr));
const float *points_ptr =
reinterpret_cast<const float *>(rmesh.points.data());
// vec3
mesh.set("points", emscripten::typed_memory_view(rmesh.points.size() * 3,
points_ptr));
if (!rmesh.normals.empty()) {
const float *normals_ptr =
reinterpret_cast<const float *>(rmesh.normals.data.data());
mesh.set("normals", emscripten::typed_memory_view(
rmesh.normals.vertex_count() * 3, normals_ptr));
}
{
// slot 0 hardcoded.
uint32_t uvSlotId = 0;
if (rmesh.texcoords.count(uvSlotId)) {
const float *uvs_ptr = reinterpret_cast<const float *>(
rmesh.texcoords.at(uvSlotId).data.data());
// assume vec2
mesh.set("texcoords",
emscripten::typed_memory_view(
rmesh.texcoords.at(uvSlotId).vertex_count() * 2, uvs_ptr));
}
}
mesh.set("materialId", rmesh.material_id);
mesh.set("doubleSided", rmesh.doubleSided);
return mesh;
}
int getDefaultRootNodeId() { return render_scene_.default_root_node; }
emscripten::val getDefaultRootNode() {
return getRootNode(getDefaultRootNodeId());
}
emscripten::val getRootNode(int idx) {
emscripten::val val = emscripten::val::object();
if ((idx < 0) || (idx >= render_scene_.nodes.size())) {
return val;
}
val = buildNodeRec(render_scene_.nodes[size_t(idx)]);
return val;
}
int numRootNodes() { return render_scene_.nodes.size(); }
void setEnableComposition(bool enabled) { enableComposition_ = enabled; }
void setLoadTextureInNative(bool onoff) {
loadTextureInNative_ = onoff;
}
emscripten::val getAssetSearchPaths() const {
emscripten::val arr = emscripten::val::array();
for (size_t i = 0; i < search_paths_.size(); i++) {
arr.call<void>("push", search_paths_[i]);
}
return arr;
}
void setBaseWorkingPath(const std::string &path) {
base_dir_ = path;
}
std::string getBaseWorkingPath() const {
return base_dir_;
}
void clearAssetSearchPaths() {
search_paths_.clear();
}
void addAssetSearchPath(const std::string &path) {
search_paths_.push_back(path);
}
// Return filename passed to loadFromBinary/loadAsLayerFromBinary.
std::string getURI() const {
return filename_;
}
emscripten::val extractSublayerAssetPaths() {
emscripten::val arr = emscripten::val::array();
std::vector<std::string> paths = tinyusdz::ExtractSublayerAssetPaths(layer_);
for (size_t i = 0; i < paths.size(); i++) {
arr.call<void>("push", paths[i]);
}
return arr;
}
emscripten::val extractReferencesAssetPaths() {
emscripten::val arr = emscripten::val::array();
std::vector<std::string> paths = tinyusdz::ExtractReferencesAssetPaths(layer_);
for (size_t i = 0; i < paths.size(); i++) {
arr.call<void>("push", paths[i]);
}
return arr;
}
emscripten::val extractPayloadAssetPaths() {
emscripten::val arr = emscripten::val::array();
std::vector<std::string> paths = tinyusdz::ExtractPayloadAssetPaths(layer_);
for (size_t i = 0; i < paths.size(); i++) {
arr.call<void>("push", paths[i]);
}
return arr;
}
bool hasSublayers() {
const tinyusdz::Layer &curr = composited_ ? composed_layer_ : layer_;
return curr.metas().subLayers.size();
}
bool composeSublayers() {
tinyusdz::AssetResolutionResolver resolver;
if (!SetupEMAssetResolution(resolver, &em_resolver_)) {
std::cerr << "Failed to setup EMAssetResolution\n";
return false;
}
const std::string base_dir = "./"; // FIXME
resolver.set_current_working_path(base_dir);
resolver.set_search_paths({base_dir});
if (composited_) {
layer_ = std::move(composed_layer_);
}
if (!tinyusdz::CompositeSublayers(resolver, layer_, &composed_layer_, &warn_, &error_)) {
std::cerr << "Failed to composite subLayers: \n";
if (composited_) {
// make 'layer_' and 'composed_layer_' invalid
loaded_as_layer_ = false;
composited_ = false;
}
return false;
}
composited_ = true;
return true;
}
bool hasReferences() {
return tinyusdz::HasReferences(composited_ ? composed_layer_ : layer_, /* force_check */true);
}
bool composeReferences() {
tinyusdz::AssetResolutionResolver resolver;
if (!SetupEMAssetResolution(resolver, &em_resolver_)) {
std::cerr << "Failed to setup EMAssetResolution\n";
return false;
}
const std::string base_dir = "./"; // FIXME
resolver.set_current_working_path(base_dir);
resolver.set_search_paths({base_dir});
if (composited_) {
layer_ = std::move(composed_layer_);
}
if (!tinyusdz::CompositeReferences(resolver, layer_, &composed_layer_, &warn_, &error_)) {
std::cerr << "Failed to composite references: \n";
if (composited_) {
// make 'layer_' and 'composed_layer_' invalid
loaded_as_layer_ = false;
composited_ = false;
}
return false;
}
composited_ = true;
return true;
}
bool hasPayload() {
return tinyusdz::HasPayload(layer_, /* force_check */true);
}
bool composePayload() {
tinyusdz::AssetResolutionResolver resolver;
if (!SetupEMAssetResolution(resolver, &em_resolver_)) {
std::cerr << "Failed to setup EMAssetResolution\n";