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
No known key found for this signature in database
GPG Key ID: D1D19875679D5CBF
1 changed files with 10 additions and 10 deletions

View File

@ -128,7 +128,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
ExportScene();
ExportAnimations();
//ExportAnimations();
AssetWriter writer(*mAsset);
@ -414,7 +414,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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) {
return;
@ -491,7 +491,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
delete[] jointsPerVertex;
delete[] vertexWeightData;
delete[] vertexJointData;
}
}*/
void glTF2Exporter::ExportMeshes()
{
@ -635,9 +635,9 @@ void glTF2Exporter::ExportMeshes()
}
/*************** Skins ****************/
if(aim->HasBones()) {
/*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<Animati
}
}
void glTF2Exporter::ExportAnimations()
/* void glTF2Exporter::ExportAnimations()
{
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
@ -963,7 +963,7 @@ void glTF2Exporter::ExportAnimations()
name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> 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