Export Nodes before meshes to avoid issue if node id's are changed

pull/1024/head
Angelo Scandaliato 2016-10-06 11:29:09 -07:00
parent 0d26fd00b7
commit 42a8d58f45
1 changed files with 9 additions and 66 deletions

View File

@ -130,18 +130,16 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
//for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
ExportMaterials();
ExportMeshes();
//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
if (mScene->mRootNode) {
ExportNode(mScene->mRootNode);
}
ExportMeshes();
//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
ExportScene();
ExportAnimations();
@ -581,14 +579,12 @@ void glTFExporter::ExportMeshes()
m->Extension.push_back(ext);
#endif
}// if(comp_allow)
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
}
unsigned int glTFExporter::ExportNode(const aiNode* n)
{
std::cout<< "n->mName.C_Str() " << n->mName.C_Str() << "\n";
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
std::cout<< "node->id " << node->id << "\n";
if (!n->mTransformation.IsIdentity()) {
node->matrix.isPresent = true;
@ -704,6 +700,10 @@ inline Ref<Accessor> ExportAnimationData(Asset& a, std::string& animId, Ref<Buff
inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel)
{
// Loop over the data and check to see if it exactly matches an existing buffer.
// If yes, then reference the existing corresponding accessor.
// Otherwise, add to the buffer and create a new accessor.
//-------------------------------------------------------
// Extract TIME parameter data.
// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
@ -762,33 +762,8 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
void glTFExporter::ExportAnimations()
{
// //--------------------------
// // Setup to output buffer data
// // Not for
// // using IndicesType = decltype(aiFace::mNumIndices);
// // But yes for
// // using IndicesType = unsigned short;
// // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
// typedef unsigned short IndicesType;
// // Variables needed for compression. BEGIN.
// // Indices, not pointers - because pointer to buffer is changing while writing to it.
// size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
// size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
// std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
// size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
// bool comp_allow;// Point that data of current mesh can be compressed.
// // Variables needed for compression. END.
// std::string fname = std::string(mFilename);
// std::string bufferIdPrefix = fname.substr(0, fname.find("."));
// std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
// Ref<Buffer> b = mAsset->GetBodyBuffer();
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
std::cout<<"GetBodyBuffer " << bufferRef << "\n";
// // Setup to output buffer data
// //--------------------------
std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n";
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
@ -811,40 +786,8 @@ void glTFExporter::ExportAnimations()
std::cout<<"channelName " << name << "\n";
/******************* Parameters ********************/
// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
// if(comp_allow) idx_srcdata_begin = bufferRef->byteLength;
// Loop over the data and check to see if it exactly matches an existing buffer.
// If yes, then reference the existing corresponding accessor.
// Otherwise, add to the buffer and create a new accessor.
ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel);
// for (unsigned int j = 0; j < 3; ++j) {
// std::string channelType;
// switch (j) {
// case 0:
// channelType = "rotation";
// break;
// case 1:
// channelType = "scale";
// break;
// case 2:
// channelType = "translation";
// break;
// }
// animRef->Channels[j].sampler = name + "_" + channelType;
// animRef->Channels[j].target.path = channelType;
// animRef->Samplers[j].output = channelType;
// animRef->Samplers[j].id = name + "_" + channelType;
// animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
// animRef->Samplers[j].input = "TIME";
// animRef->Samplers[j].interpolation = "LINEAR";
// }
for (unsigned int j = 0; j < 3; ++j) {
std::string channelType;
int channelSize;