removed cout debugging statements and older ExportSkins function
parent
d128837a3a
commit
84803bd51a
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@ -61,7 +61,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Header files, standart library.
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// Header files, standart library.
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#include <memory>
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#include <memory>
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#include <inttypes.h>
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#include <inttypes.h>
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#include <iostream>
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#include "glTFAssetWriter.h"
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#include "glTFAssetWriter.h"
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@ -395,7 +394,6 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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nodeRef->jointName = "joint_" + std::to_string(idx_bone);
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nodeRef->jointName = "joint_" + std::to_string(idx_bone);
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skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
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skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
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// std::cout << "Node->id " << nodeRef->id << "\n";
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// Identity Matrix =====> skinRef->bindShapeMatrix
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// Identity Matrix =====> skinRef->bindShapeMatrix
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// Temporary. Hard-coded identity matrix here
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// Temporary. Hard-coded identity matrix here
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@ -560,9 +558,10 @@ 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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if(aim->HasBones()) {
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///TODO: Fix skinning animation
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ExportSkin(*mAsset, aim, m, b);
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// if(aim->HasBones()) {
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}
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// ExportSkin(*mAsset, aim, m, b);
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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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@ -768,7 +767,6 @@ void glTFExporter::ExportAnimations()
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{
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{
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Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n";
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for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
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for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
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const aiAnimation* anim = mScene->mAnimations[i];
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const aiAnimation* anim = mScene->mAnimations[i];
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@ -777,7 +775,6 @@ void glTFExporter::ExportAnimations()
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nameAnim = anim->mName.C_Str();
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nameAnim = anim->mName.C_Str();
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}
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}
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std::cout<<"mNumChannels " << anim->mNumChannels << "\n";
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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@ -829,7 +826,7 @@ void glTFExporter::ExportAnimations()
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}
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}
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// std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n";
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// Assimp documentation staes this is not used (not implemented)
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// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
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// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
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// const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
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// const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
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// }
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// }
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@ -837,58 +834,6 @@ void glTFExporter::ExportAnimations()
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} // End: for-loop mNumAnimations
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} // End: for-loop mNumAnimations
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}
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}
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// void glTFExporter::ExportSkins()
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// {
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// Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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// for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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// const aiMesh* aim = mScene->mMeshes[idx_mesh];
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// if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist.
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// std::string skinName = aim->mName.C_Str();
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// skinName = mAsset->FindUniqueID(skinName, "skin");
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// Ref<Skin> skinRef = mAsset->skins.Create(skinName);
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// skinRef->name = skinName;
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// mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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// for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
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// const aiBone* aib = aim->mBones[idx_bone];
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// // aib->mName =====> skinRef->jointNames
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// // Find the node with id = mName.
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// Ref<Node> nodeRef = mAsset->nodes.Get(aib->mName.C_Str());
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// nodeRef->jointName = "joint_" + std::to_string(idx_bone);
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// skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
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// // std::cout << "Node->id " << nodeRef->id << "\n";
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// // Identity Matrix =====> skinRef->bindShapeMatrix
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// // Temporary. Hard-coded identity matrix here
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// skinRef->bindShapeMatrix.isPresent = true;
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// IdentityMatrix4(skinRef->bindShapeMatrix.value);
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// // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
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// CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
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// // aib->mNumWeights;
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// // aib->mWeights;
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// } // End: for-loop mNumMeshes
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// // Create the Accessor for skinRef->inverseBindMatrices
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// Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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// if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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// // Create the skinned mesh instance node.
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// Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(skinName, "node"));
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// node->meshes.push_back(mAsset->meshes.Get(aim->mName.C_Str()));
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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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// node->skin = skinRef;
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// } // End: for-loop mNumMeshes
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// }
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#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
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#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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#endif // ASSIMP_BUILD_NO_EXPORT
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