temporarily disable gltf exporting of animations and skins
parent
39172feb3e
commit
67eb3b0608
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@ -128,7 +128,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
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ExportScene();
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ExportAnimations();
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//ExportAnimations();
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AssetWriter writer(*mAsset);
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@ -414,7 +414,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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return parentNodeRef;
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}
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void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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/*void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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{
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if (aimesh->mNumBones < 1) {
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return;
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@ -491,7 +491,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buf
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delete[] jointsPerVertex;
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delete[] vertexWeightData;
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delete[] vertexJointData;
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}
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}*/
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void glTF2Exporter::ExportMeshes()
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{
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@ -634,10 +634,10 @@ void glTF2Exporter::ExportMeshes()
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p.mode = PrimitiveMode_TRIANGLES;
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}
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/*************** Skins ****************/
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if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}
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/*************** Skins ****************/
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/*if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}*/
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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@ -942,7 +942,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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}
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}
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void glTF2Exporter::ExportAnimations()
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/* void glTF2Exporter::ExportAnimations()
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{
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Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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@ -963,7 +963,7 @@ void glTF2Exporter::ExportAnimations()
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name = mAsset->FindUniqueID(name, "animation");
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Ref<Animation> animRef = mAsset->animations.Create(name);
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/******************* Parameters ********************/
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// Parameters
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ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel, anim->mTicksPerSecond);
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for (unsigned int j = 0; j < 3; ++j) {
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@ -1011,7 +1011,7 @@ void glTF2Exporter::ExportAnimations()
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// }
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} // End: for-loop mNumAnimations
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}
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} */
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#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
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