GLTF exporter: ensure animation accessors have same count

pull/1258/head
jamesgk 2017-05-05 16:45:28 -07:00
parent 186629b372
commit 36f4fb8826
1 changed files with 36 additions and 19 deletions

View File

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