temporarily disable gltf exporting of animations and skins

pull/1423/head
Daniel Hritzkiv 2017-08-27 23:47:31 -04:00
parent 39172feb3e
commit 67eb3b0608
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GPG Key ID: D1D19875679D5CBF
1 changed files with 10 additions and 10 deletions

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@ -128,7 +128,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
ExportScene(); ExportScene();
ExportAnimations(); //ExportAnimations();
AssetWriter writer(*mAsset); AssetWriter writer(*mAsset);
@ -414,7 +414,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
return parentNodeRef; return parentNodeRef;
} }
void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData) /*void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
{ {
if (aimesh->mNumBones < 1) { if (aimesh->mNumBones < 1) {
return; return;
@ -491,7 +491,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
delete[] jointsPerVertex; delete[] jointsPerVertex;
delete[] vertexWeightData; delete[] vertexWeightData;
delete[] vertexJointData; delete[] vertexJointData;
} }*/
void glTF2Exporter::ExportMeshes() void glTF2Exporter::ExportMeshes()
{ {
@ -634,10 +634,10 @@ void glTF2Exporter::ExportMeshes()
p.mode = PrimitiveMode_TRIANGLES; p.mode = PrimitiveMode_TRIANGLES;
} }
/*************** Skins ****************/ /*************** Skins ****************/
if(aim->HasBones()) { /*if(aim->HasBones()) {
ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData); ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
} }*/
/****************** Compression ******************/ /****************** Compression ******************/
///TODO: animation: weights, joints. ///TODO: animation: weights, joints.
@ -942,7 +942,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
} }
} }
void glTF2Exporter::ExportAnimations() /* void glTF2Exporter::ExportAnimations()
{ {
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0)); Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
@ -963,7 +963,7 @@ void glTF2Exporter::ExportAnimations()
name = mAsset->FindUniqueID(name, "animation"); name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> animRef = mAsset->animations.Create(name); Ref<Animation> animRef = mAsset->animations.Create(name);
/******************* Parameters ********************/ // Parameters
ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond); ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond);
for (unsigned int j = 0; j < 3; ++j) { for (unsigned int j = 0; j < 3; ++j) {
@ -1011,7 +1011,7 @@ void glTF2Exporter::ExportAnimations()
// } // }
} // End: for-loop mNumAnimations } // End: for-loop mNumAnimations
} } */
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER