Merge branch 'master' into patch-1
commit
947d72d281
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@ -1258,9 +1258,6 @@ inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<B
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inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 3);
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@ -1281,9 +1278,6 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
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inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 3);
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@ -1304,9 +1298,6 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
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inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
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{
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const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
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if (numKeyframes == 0) {
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return;
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}
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std::vector<float> times(numKeyframes);
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std::vector<float> values(numKeyframes * 4);
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@ -1347,29 +1338,36 @@ void glTF2Exporter::ExportAnimations()
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if (anim->mName.length > 0) {
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nameAnim = anim->mName.C_Str();
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}
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Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
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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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// It appears that assimp stores this type of animation as multiple animations.
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// where each aiNodeAnim in mChannels animates a specific node.
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std::string name = nameAnim + "_" + to_string(channelIndex);
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name = mAsset->FindUniqueID(name, "animation");
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Ref<Animation> animRef = mAsset->animations.Create(name);
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Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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Animation::Sampler translationSampler;
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ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
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AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
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if (nodeChannel->mNumPositionKeys > 0)
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{
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Animation::Sampler translationSampler;
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ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
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AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
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}
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Animation::Sampler rotationSampler;
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ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
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AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
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if (nodeChannel->mNumRotationKeys > 0)
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{
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Animation::Sampler rotationSampler;
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ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
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AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
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}
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Animation::Sampler scaleSampler;
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ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
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AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
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if (nodeChannel->mNumScalingKeys > 0)
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{
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Animation::Sampler scaleSampler;
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ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
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AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
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}
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}
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// Assimp documentation staes this is not used (not implemented)
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