removed cout debugging statements and older ExportSkins function

pull/1024/head
Angelo Scandaliato 2016-10-06 23:57:16 -07:00
parent d128837a3a
commit 84803bd51a
1 changed files with 5 additions and 60 deletions

View File

@ -61,7 +61,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Header files, standart library. // Header files, standart library.
#include <memory> #include <memory>
#include <inttypes.h> #include <inttypes.h>
#include <iostream>
#include "glTFAssetWriter.h" #include "glTFAssetWriter.h"
@ -395,7 +394,6 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str()); Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
nodeRef->jointName = "joint_" + std::to_string(idx_bone); nodeRef->jointName = "joint_" + std::to_string(idx_bone);
skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
// std::cout << "Node->id " << nodeRef->id << "\n";
// Identity Matrix =====> skinRef->bindShapeMatrix // Identity Matrix =====> skinRef->bindShapeMatrix
// Temporary. Hard-coded identity matrix here // Temporary. Hard-coded identity matrix here
@ -560,9 +558,10 @@ void glTFExporter::ExportMeshes()
} }
/*************** Skins ****************/ /*************** Skins ****************/
if(aim->HasBones()) { ///TODO: Fix skinning animation
ExportSkin(*mAsset, aim, m, b); // if(aim->HasBones()) {
} // ExportSkin(*mAsset, aim, m, b);
// }
/****************** Compression ******************/ /****************** Compression ******************/
///TODO: animation: weights, joints. ///TODO: animation: weights, joints.
@ -768,7 +767,6 @@ void glTFExporter::ExportAnimations()
{ {
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0)); Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n";
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
const aiAnimation* anim = mScene->mAnimations[i]; const aiAnimation* anim = mScene->mAnimations[i];
@ -777,7 +775,6 @@ void glTFExporter::ExportAnimations()
nameAnim = anim->mName.C_Str(); nameAnim = anim->mName.C_Str();
} }
std::cout<<"mNumChannels " << anim->mNumChannels << "\n";
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
@ -829,7 +826,7 @@ void glTFExporter::ExportAnimations()
} }
// std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; // Assimp documentation staes this is not used (not implemented)
// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
// const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
// } // }
@ -837,58 +834,6 @@ void glTFExporter::ExportAnimations()
} // End: for-loop mNumAnimations } // End: for-loop mNumAnimations
} }
// void glTFExporter::ExportSkins()
// {
// Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
// for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
// const aiMesh* aim = mScene->mMeshes[idx_mesh];
// if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist.
// std::string skinName = aim->mName.C_Str();
// skinName = mAsset->FindUniqueID(skinName, "skin");
// Ref<Skin> skinRef = mAsset->skins.Create(skinName);
// skinRef->name = skinName;
// mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
// for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
// const aiBone* aib = aim->mBones[idx_bone];
// // aib->mName =====> skinRef->jointNames
// // Find the node with id = mName.
// Ref<Node> nodeRef = mAsset->nodes.Get(aib->mName.C_Str());
// nodeRef->jointName = "joint_" + std::to_string(idx_bone);
// skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
// // std::cout << "Node->id " << nodeRef->id << "\n";
// // Identity Matrix =====> skinRef->bindShapeMatrix
// // Temporary. Hard-coded identity matrix here
// skinRef->bindShapeMatrix.isPresent = true;
// IdentityMatrix4(skinRef->bindShapeMatrix.value);
// // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
// CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
// // aib->mNumWeights;
// // aib->mWeights;
// } // End: for-loop mNumMeshes
// // Create the Accessor for skinRef->inverseBindMatrices
// Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
// if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
// // Create the skinned mesh instance node.
// Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(skinName, "node"));
// node->meshes.push_back(mAsset->meshes.Get(aim->mName.C_Str()));
// node->name = node->id;
// node->skeletons.push_back(mAsset->nodes.Get(aim->mBones[0]->mName.C_Str()));
// node->skin = skinRef;
// } // End: for-loop mNumMeshes
// }
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT #endif // ASSIMP_BUILD_NO_EXPORT