diff --git a/code/glTF2Exporter.cpp b/code/glTF2Exporter.cpp index 7daef7000..68f2f4420 100644 --- a/code/glTF2Exporter.cpp +++ b/code/glTF2Exporter.cpp @@ -128,7 +128,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai ExportScene(); - ExportAnimations(); + //ExportAnimations(); AssetWriter writer(*mAsset); @@ -414,7 +414,7 @@ Ref FindSkeletonRootJoint(Ref& skinRef) return parentNodeRef; } -void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref& meshRef, Ref& bufferRef, Ref& skinRef, std::vector& inverseBindMatricesData) +/*void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref& meshRef, Ref& bufferRef, Ref& skinRef, std::vector& inverseBindMatricesData) { if (aimesh->mNumBones < 1) { return; @@ -491,7 +491,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref& meshRef, RefHasBones()) { - ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData); - } + /*************** Skins ****************/ + /*if(aim->HasBones()) { + ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData); + }*/ /****************** Compression ******************/ ///TODO: animation: weights, joints. @@ -942,7 +942,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref bufferRef = mAsset->buffers.Get(unsigned (0)); @@ -963,7 +963,7 @@ void glTF2Exporter::ExportAnimations() name = mAsset->FindUniqueID(name, "animation"); Ref animRef = mAsset->animations.Create(name); - /******************* Parameters ********************/ + // Parameters ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond); for (unsigned int j = 0; j < 3; ++j) { @@ -1011,7 +1011,7 @@ void glTF2Exporter::ExportAnimations() // } } // End: for-loop mNumAnimations -} +} */ #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER