calculate and write min and max attributes for accessors

pull/1015/head
Angelo Scandaliato 2016-09-28 14:47:15 -07:00
parent 3e322495f2
commit e89e98291a
3 changed files with 42 additions and 4 deletions

View File

@ -377,8 +377,8 @@ namespace glTF
ComponentType componentType; //!< The datatype of components in the attribute. (required) ComponentType componentType; //!< The datatype of components in the attribute. (required)
unsigned int count; //!< The number of attributes referenced by this accessor. (required) unsigned int count; //!< The number of attributes referenced by this accessor. (required)
AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required) AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
//std::vector<float> max; //!< Maximum value of each component in this attribute. std::vector<float> max; //!< Maximum value of each component in this attribute.
//std::vector<float> min; //!< Minimum value of each component in this attribute. std::vector<float> min; //!< Minimum value of each component in this attribute.
unsigned int GetNumComponents(); unsigned int GetNumComponents();
unsigned int GetBytesPerComponent(); unsigned int GetBytesPerComponent();

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@ -62,6 +62,15 @@ namespace glTF {
return val; return val;
} }
inline Value& MakeValue(Value& val, const std::vector<float> & r, MemoryPoolAllocator<>& al) {
val.SetArray();
val.Reserve(r.size(), al);
for (int i = 0; i < r.size(); ++i) {
val.PushBack(r[i], al);
}
return val;
}
template<class T> template<class T>
inline void AddRefsVector(Value& obj, const char* fieldId, std::vector< Ref<T> >& v, MemoryPoolAllocator<>& al) { inline void AddRefsVector(Value& obj, const char* fieldId, std::vector< Ref<T> >& v, MemoryPoolAllocator<>& al) {
if (v.empty()) return; if (v.empty()) return;
@ -85,6 +94,10 @@ namespace glTF {
obj.AddMember("componentType", int(a.componentType), w.mAl); obj.AddMember("componentType", int(a.componentType), w.mAl);
obj.AddMember("count", a.count, w.mAl); obj.AddMember("count", a.count, w.mAl);
obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl); obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
Value vTmpMax, vTmpMin;
obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl);
obj.AddMember("min", MakeValue(vTmpMin, a.min, w.mAl), w.mAl);
} }
inline void Write(Value& obj, Animation& a, AssetWriter& w) inline void Write(Value& obj, Animation& a, AssetWriter& w)
@ -491,7 +504,7 @@ namespace glTF {
asset.SetObject(); asset.SetObject();
{ {
char versionChar[10]; char versionChar[10];
snprintf(versionChar, sizeof(versionChar), "%d", mAsset.asset.version); ai_snprintf(versionChar, sizeof(versionChar), "%d", mAsset.asset.version);
asset.AddMember("version", Value(versionChar, mAl).Move(), mAl); asset.AddMember("version", Value(versionChar, mAl).Move(), mAl);
asset.AddMember("generator", Value(mAsset.asset.generator, mAl).Move(), mAl); asset.AddMember("generator", Value(mAsset.asset.generator, mAl).Move(), mAl);

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@ -193,6 +193,31 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
acc->count = count; acc->count = count;
acc->type = typeOut; acc->type = typeOut;
// calculate min and max values
{
// Allocate and initialize with large values.
float float_MAX = 10000000000000;
for (int i = 0 ; i < numCompsOut ; i++) {
acc->min.push_back( float_MAX);
acc->max.push_back(-float_MAX);
}
// Search and set extreme values.
float valueTmp;
for (int i = 0 ; i < count ; i++) {
for (int j = 0 ; j < numCompsOut ; j++) {
valueTmp = static_cast<aiVector3D*>(data)[i][j];
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
if (valueTmp > acc->max[j]) {
acc->max[j] = valueTmp;
}
}
}
}
// copy the data // copy the data
acc->WriteData(count, data, numCompsIn*bytesPerComp); acc->WriteData(count, data, numCompsIn*bytesPerComp);