add skeleton and mesh to node containing the mesh
parent
57b9232075
commit
71de606770
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@ -152,7 +152,10 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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}
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}
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}
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}
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/*
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* Copy a 4x4 matrix from struct aiMatrix to typedef mat4.
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* Also converts from row-major to column-major storage.
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*/
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static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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{
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{
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o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
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o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
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@ -364,6 +367,28 @@ void glTFExporter::ExportMaterials()
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}
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}
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}
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}
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/*
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* Search through node hierarchy and find the node containing the given meshID.
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* Returns true on success, and false otherwise.
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*/
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bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
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{
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for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
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if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
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meshNode = nodeIn;
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return true;
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}
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}
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for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
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if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
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return true;
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}
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}
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return false;
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}
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void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
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void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
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{
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{
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std::string skinName = aim->mName.C_Str();
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std::string skinName = aim->mName.C_Str();
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@ -373,7 +398,6 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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//-------------------------------------------------------
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// Store the vertex joint and weight data.
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// Store the vertex joint and weight data.
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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@ -427,13 +451,13 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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// Create the skinned mesh instance node.
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// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node"));
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Ref<Node> rootNode = mAsset.nodes.Get(unsigned(0));
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// Ref<Node> node = mAsset.nodes.Get(aim->mBones[0]->mName.C_Str());
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Ref<Node> meshNode;
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node->meshes.push_back(meshRef);
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FindMeshNode(rootNode, meshNode, meshRef->id);
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node->name = node->id;
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node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
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meshNode->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
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node->skin = skinRef;
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meshNode->skin = skinRef;
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}
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}
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void glTFExporter::ExportMeshes()
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void glTFExporter::ExportMeshes()
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@ -558,10 +582,9 @@ void glTFExporter::ExportMeshes()
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}
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}
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/*************** Skins ****************/
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/*************** Skins ****************/
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///TODO: Fix skinning animation
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if(aim->HasBones()) {
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// if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b);
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// ExportSkin(*mAsset, aim, m, b);
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}
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// }
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/****************** Compression ******************/
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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///TODO: animation: weights, joints.
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