GLTF exporter: ensure animation accessors have same count
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186629b372
commit
36f4fb8826
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@ -845,30 +845,45 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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// If yes, then reference the existing corresponding accessor.
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// Otherwise, add to the buffer and create a new accessor.
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size_t counts[3] = {
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nodeChannel->mNumPositionKeys,
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nodeChannel->mNumScalingKeys,
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nodeChannel->mNumRotationKeys,
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};
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size_t numKeyframes = 1;
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for (int i = 0; i < 3; ++i) {
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if (counts[i] > numKeyframes) {
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numKeyframes = counts[i];
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}
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}
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//-------------------------------------------------------
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// Extract TIME parameter data.
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// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
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if(nodeChannel->mNumPositionKeys > 0) {
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typedef float TimeType;
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std::vector<TimeType> timeData;
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timeData.resize(nodeChannel->mNumPositionKeys);
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t()
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timeData.resize(numKeyframes);
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for (size_t i = 0; i < numKeyframes; ++i) {
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size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
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// Check if we have to cast type here. e.g. uint16_t()
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timeData[i] = nodeChannel->mPositionKeys[frameIndex].mTime;
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}
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, numKeyframes, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
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if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
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}
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//-------------------------------------------------------
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// Extract translation parameter data
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if(nodeChannel->mNumPositionKeys > 0) {
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C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
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for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
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translationData[i] = nodeChannel->mPositionKeys[i].mValue;
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C_STRUCT aiVector3D* translationData = new aiVector3D[numKeyframes];
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for (size_t i = 0; i < numKeyframes; ++i) {
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size_t frameIndex = i * nodeChannel->mNumPositionKeys / numKeyframes;
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translationData[i] = nodeChannel->mPositionKeys[frameIndex].mValue;
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}
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Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, numKeyframes, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if ( tranAccessor ) {
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animRef->Parameters.translation = tranAccessor;
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}
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@ -878,12 +893,13 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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//-------------------------------------------------------
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// Extract scale parameter data
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if(nodeChannel->mNumScalingKeys > 0) {
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C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
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for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
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scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
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C_STRUCT aiVector3D* scaleData = new aiVector3D[numKeyframes];
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for (size_t i = 0; i < numKeyframes; ++i) {
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size_t frameIndex = i * nodeChannel->mNumScalingKeys / numKeyframes;
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scaleData[i] = nodeChannel->mScalingKeys[frameIndex].mValue;
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}
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Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, numKeyframes, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if ( scaleAccessor ) {
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animRef->Parameters.scale = scaleAccessor;
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}
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@ -893,15 +909,16 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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//-------------------------------------------------------
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// Extract rotation parameter data
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if(nodeChannel->mNumRotationKeys > 0) {
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vec4* rotationData = new vec4[nodeChannel->mNumRotationKeys];
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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rotationData[i][0] = nodeChannel->mRotationKeys[i].mValue.x;
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rotationData[i][1] = nodeChannel->mRotationKeys[i].mValue.y;
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rotationData[i][2] = nodeChannel->mRotationKeys[i].mValue.z;
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rotationData[i][3] = nodeChannel->mRotationKeys[i].mValue.w;
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vec4* rotationData = new vec4[numKeyframes];
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for (size_t i = 0; i < numKeyframes; ++i) {
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size_t frameIndex = i * nodeChannel->mNumRotationKeys / numKeyframes;
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rotationData[i][0] = nodeChannel->mRotationKeys[frameIndex].mValue.x;
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rotationData[i][1] = nodeChannel->mRotationKeys[frameIndex].mValue.y;
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rotationData[i][2] = nodeChannel->mRotationKeys[frameIndex].mValue.z;
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rotationData[i][3] = nodeChannel->mRotationKeys[frameIndex].mValue.w;
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}
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, numKeyframes, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if ( rotAccessor ) {
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animRef->Parameters.rotation = rotAccessor;
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}
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