Fix: GLTF animation works on RTS not matrix; fix matrix related bug.
parent
a4868a9530
commit
b62bd38c71
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@ -191,6 +191,7 @@ namespace glTF
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//! Values for the BufferView::target field
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enum BufferViewTarget
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{
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BufferViewTarget_NONE = 0,
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BufferViewTarget_ARRAY_BUFFER = 34962,
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BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
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};
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@ -203,8 +203,10 @@ namespace glTF {
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obj.AddMember("buffer", Value(bv.buffer->id, w.mAl).Move(), w.mAl);
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obj.AddMember("byteOffset", static_cast<uint64_t>(bv.byteOffset), w.mAl);
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obj.AddMember("byteLength", static_cast<uint64_t>(bv.byteLength), w.mAl);
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if (bv.target != BufferViewTarget_NONE) {
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obj.AddMember("target", int(bv.target), w.mAl);
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}
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}
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inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)
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{
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@ -160,10 +160,7 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
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{
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o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
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o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
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o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
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o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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memcpy(&o, &v, sizeof(aiMatrix4x4));
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}
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static void IdentityMatrix4(glTF::mat4& o)
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@ -231,8 +228,7 @@ inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* da
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}
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inline Ref<Accessor> ExportData(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
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unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
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{
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unsigned int count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) {
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if (!count || !data) return Ref<Accessor>();
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unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
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@ -251,7 +247,7 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
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bv->buffer = buffer;
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bv->byteOffset = unsigned(offset);
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bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
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bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
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bv->target = target;
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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@ -616,13 +612,13 @@ void glTFExporter::ExportMeshes()
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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if(comp_allow) idx_srcdata_begin = b->byteLength;
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (v) p.attributes.position.push_back(v);
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/******************** Normals ********************/
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if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (n) p.attributes.normal.push_back(n);
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/************** Texture coordinates **************/
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@ -639,7 +635,7 @@ void glTFExporter::ExportMeshes()
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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@ -657,7 +653,7 @@ void glTFExporter::ExportMeshes()
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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}
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switch (aim->mPrimitiveTypes) {
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@ -198,6 +198,7 @@ namespace glTF2
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//! Values for the BufferView::target field
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enum BufferViewTarget
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{
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BufferViewTarget_NONE = 0,
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BufferViewTarget_ARRAY_BUFFER = 34962,
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BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
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};
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@ -176,13 +176,13 @@ namespace glTF2 {
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valSampler.AddMember("input", s.input->index, w.mAl);
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switch (s.interpolation) {
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case Interpolation_LINEAR:
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valSampler.AddMember("path", "LINEAR", w.mAl);
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valSampler.AddMember("interpolation", "LINEAR", w.mAl);
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break;
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case Interpolation_STEP:
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valSampler.AddMember("path", "STEP", w.mAl);
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valSampler.AddMember("interpolation", "STEP", w.mAl);
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break;
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case Interpolation_CUBICSPLINE:
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valSampler.AddMember("path", "CUBICSPLINE", w.mAl);
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valSampler.AddMember("interpolation", "CUBICSPLINE", w.mAl);
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break;
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}
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valSampler.AddMember("output", s.output->index, w.mAl);
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@ -209,7 +209,7 @@ namespace glTF2 {
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if (bv.byteStride != 0) {
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obj.AddMember("byteStride", bv.byteStride, w.mAl);
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}
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if (bv.target != 0) {
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if (bv.target != BufferViewTarget_NONE) {
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obj.AddMember("target", int(bv.target), w.mAl);
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}
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}
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@ -141,10 +141,7 @@ static void CopyValue(const aiMatrix4x4& v, mat4& o) {
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}
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static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o) {
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o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
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o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
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o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
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o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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memcpy(&o, &v, sizeof(aiMatrix4x4));
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}
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static void IdentityMatrix4(mat4& o) {
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@ -211,7 +208,7 @@ inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* da
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}
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inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
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size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
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size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE)
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{
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if (!count || !data) {
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return Ref<Accessor>();
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@ -234,7 +231,7 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
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bv->byteOffset = offset;
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bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
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bv->byteStride = 0;
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bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
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bv->target = target;
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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@ -747,7 +744,7 @@ void glTF2Exporter::ExportMeshes()
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p.material = mAsset->materials.Get(aim->mMaterialIndex);
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/******************* Vertices ********************/
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (v) p.attributes.position.push_back(v);
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/******************** Normals ********************/
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@ -758,7 +755,7 @@ void glTF2Exporter::ExportMeshes()
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}
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}
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (n) p.attributes.normal.push_back(n);
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/************** Texture coordinates **************/
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@ -776,14 +773,14 @@ void glTF2Exporter::ExportMeshes()
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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/*************** Vertex colors ****************/
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for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
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Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, false);
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Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel], AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (c)
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p.attributes.color.push_back(c);
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}
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@ -799,7 +796,7 @@ void glTF2Exporter::ExportMeshes()
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_INT, true);
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p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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}
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switch (aim->mPrimitiveTypes) {
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@ -956,9 +953,28 @@ unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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node->name = name;
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if (!n->mTransformation.IsIdentity()) {
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if (mScene->mNumAnimations > 0) {
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aiQuaternion quaternion;
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n->mTransformation.Decompose(*reinterpret_cast<aiVector3D *>(&node->scale.value), quaternion, *reinterpret_cast<aiVector3D *>(&node->translation.value));
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aiVector3D vector(static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f), static_cast<ai_real>(1.0f));
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if (!reinterpret_cast<aiVector3D *>(&node->scale.value)->Equal(vector)) {
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node->scale.isPresent = true;
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}
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if (!reinterpret_cast<aiVector3D *>(&node->translation.value)->Equal(vector)) {
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node->translation.isPresent = true;
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}
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node->rotation.isPresent = true;
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node->rotation.value[0] = quaternion.x;
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node->rotation.value[1] = quaternion.y;
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node->rotation.value[2] = quaternion.z;
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node->rotation.value[3] = quaternion.w;
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node->matrix.isPresent = false;
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} else {
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node->matrix.isPresent = true;
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CopyValue(n->mTransformation, node->matrix.value);
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}
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}
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for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
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