calculate and write min and max attributes for accessors
parent
3e322495f2
commit
e89e98291a
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@ -377,8 +377,8 @@ namespace glTF
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ComponentType componentType; //!< The datatype of components in the attribute. (required)
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unsigned int count; //!< The number of attributes referenced by this accessor. (required)
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AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
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//std::vector<float> max; //!< Maximum value of each component in this attribute.
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//std::vector<float> min; //!< Minimum value of each component in this attribute.
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std::vector<float> max; //!< Maximum value of each component in this attribute.
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std::vector<float> min; //!< Minimum value of each component in this attribute.
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unsigned int GetNumComponents();
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unsigned int GetBytesPerComponent();
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@ -62,6 +62,15 @@ namespace glTF {
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return val;
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}
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inline Value& MakeValue(Value& val, const std::vector<float> & r, MemoryPoolAllocator<>& al) {
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val.SetArray();
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val.Reserve(r.size(), al);
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for (int i = 0; i < r.size(); ++i) {
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val.PushBack(r[i], al);
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}
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return val;
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}
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template<class T>
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inline void AddRefsVector(Value& obj, const char* fieldId, std::vector< Ref<T> >& v, MemoryPoolAllocator<>& al) {
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if (v.empty()) return;
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@ -85,6 +94,10 @@ namespace glTF {
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obj.AddMember("componentType", int(a.componentType), w.mAl);
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obj.AddMember("count", a.count, w.mAl);
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obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
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Value vTmpMax, vTmpMin;
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obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl);
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obj.AddMember("min", MakeValue(vTmpMin, a.min, w.mAl), w.mAl);
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}
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inline void Write(Value& obj, Animation& a, AssetWriter& w)
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@ -491,7 +504,7 @@ namespace glTF {
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asset.SetObject();
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{
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char versionChar[10];
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snprintf(versionChar, sizeof(versionChar), "%d", mAsset.asset.version);
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ai_snprintf(versionChar, sizeof(versionChar), "%d", mAsset.asset.version);
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asset.AddMember("version", Value(versionChar, mAl).Move(), mAl);
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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
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acc->count = count;
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acc->type = typeOut;
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// calculate min and max values
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{
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// Allocate and initialize with large values.
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float float_MAX = 10000000000000;
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for (int i = 0 ; i < numCompsOut ; i++) {
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acc->min.push_back( float_MAX);
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acc->max.push_back(-float_MAX);
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}
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// Search and set extreme values.
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float valueTmp;
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for (int i = 0 ; i < count ; i++) {
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for (int j = 0 ; j < numCompsOut ; j++) {
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valueTmp = static_cast<aiVector3D*>(data)[i][j];
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if (valueTmp < acc->min[j]) {
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acc->min[j] = valueTmp;
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}
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if (valueTmp > acc->max[j]) {
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acc->max[j] = valueTmp;
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}
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}
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}
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}
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// copy the data
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acc->WriteData(count, data, numCompsIn*bytesPerComp);
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