Update glTF2Importer.cpp
parent
7b9f4a66de
commit
e5eb00d8d3
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@ -751,15 +751,9 @@ static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<ai
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attr.weight[0]->ExtractData(weights);
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attr.weight[0]->ExtractData(weights);
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attr.joint[0]->ExtractData(indices);
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attr.joint[0]->ExtractData(indices);
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<<<<<<< HEAD
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for (int i = 0; i < num_vertices; ++i) {
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for (int i = 0; i < num_vertices; ++i) {
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for (int j = 0; j < 4; ++j) {
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for (int j = 0; j < 4; ++j) {
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const unsigned int bone = indices[i].values[j];
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const unsigned int bone = indices[i].values[j];
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=======
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for (unsigned int i = 0; i < num_vertices; ++i) {
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for (unsigned int j = 0; j < 4; ++j) {
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const int bone = indices[i].values[j];
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>>>>>>> 57d3d71b6ec68f41a10c1da2f01d096f1308e88c
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const float weight = weights[i].values[j];
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const float weight = weights[i].values[j];
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if (weight > 0 && bone >= 0 && bone < map.size()) {
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if (weight > 0 && bone >= 0 && bone < map.size()) {
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map[bone].reserve(8);
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map[bone].reserve(8);
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@ -900,11 +894,7 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
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samplers.translation->output->ExtractData(values);
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samplers.translation->output->ExtractData(values);
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anim->mNumPositionKeys = samplers.translation->input->count;
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anim->mNumPositionKeys = samplers.translation->input->count;
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
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<<<<<<< HEAD
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for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
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for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
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=======
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for (int i = 0; i < anim->mNumPositionKeys; ++i) {
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>>>>>>> 57d3d71b6ec68f41a10c1da2f01d096f1308e88c
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anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mPositionKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mPositionKeys[i].mValue = values[i];
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anim->mPositionKeys[i].mValue = values[i];
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}
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}
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@ -926,11 +916,7 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
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samplers.rotation->output->ExtractData(values);
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samplers.rotation->output->ExtractData(values);
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anim->mNumRotationKeys = samplers.rotation->input->count;
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anim->mNumRotationKeys = samplers.rotation->input->count;
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
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<<<<<<< HEAD
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for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
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for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
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=======
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for (int i = 0; i < anim->mNumRotationKeys; ++i) {
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>>>>>>> 57d3d71b6ec68f41a10c1da2f01d096f1308e88c
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anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mRotationKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mRotationKeys[i].mValue.x = values[i].w;
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anim->mRotationKeys[i].mValue.x = values[i].w;
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anim->mRotationKeys[i].mValue.y = values[i].x;
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anim->mRotationKeys[i].mValue.y = values[i].x;
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@ -956,11 +942,7 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
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samplers.scale->output->ExtractData(values);
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samplers.scale->output->ExtractData(values);
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anim->mNumScalingKeys = samplers.scale->input->count;
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anim->mNumScalingKeys = samplers.scale->input->count;
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anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
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anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
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<<<<<<< HEAD
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for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
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for (unsigned int i = 0; i < anim->mNumScalingKeys; ++i) {
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=======
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for (int i = 0; i < anim->mNumScalingKeys; ++i) {
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>>>>>>> 57d3d71b6ec68f41a10c1da2f01d096f1308e88c
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anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mScalingKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
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anim->mScalingKeys[i].mValue = values[i];
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anim->mScalingKeys[i].mValue = values[i];
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}
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}
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@ -983,11 +965,7 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& an
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std::unordered_map<unsigned int, AnimationSamplers> samplers;
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std::unordered_map<unsigned int, AnimationSamplers> samplers;
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for (unsigned int c = 0; c < anim.channels.size(); ++c) {
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for (unsigned int c = 0; c < anim.channels.size(); ++c) {
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Animation::Channel& channel = anim.channels[c];
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Animation::Channel& channel = anim.channels[c];
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<<<<<<< HEAD
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if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
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if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
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=======
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if (channel.sampler >= anim.samplers.size()) {
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>>>>>>> 57d3d71b6ec68f41a10c1da2f01d096f1308e88c
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continue;
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continue;
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}
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}
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