check if bones exist before creating skin
parent
9c4bb1c9bc
commit
fcf2d6357e
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@ -517,17 +517,23 @@ void glTFExporter::ExportMeshes()
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}
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}
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//----------------------------------------
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//----------------------------------------
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// For the skin
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// Initialize variables for the skin
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std::string skinName = mAsset->FindUniqueID("skin", "skin");
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bool createSkin = false;
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Ref<Skin> skinRef = mAsset->skins.Create(skinName);
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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skinRef->name = skinName;
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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// std::vector<glTF::mat4> inverseBindMatricesData;
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if(aim->HasBones()) {
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std::vector<aiMatrix4x4> inverseBindMatricesData;
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createSkin = true;
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break;
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}
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}
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// Identity Matrix =====> skinRef->bindShapeMatrix
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Ref<Skin> skinRef;
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// Temporary. Hard-coded identity matrix here
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std::string skinName = mAsset->FindUniqueID("skin", "skin");
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skinRef->bindShapeMatrix.isPresent = true;
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std::vector<aiMatrix4x4> inverseBindMatricesData;
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IdentityMatrix4(skinRef->bindShapeMatrix.value);
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if(createSkin) {
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skinRef = mAsset->skins.Create(skinName);
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skinRef->name = skinName;
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}
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//----------------------------------------
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//----------------------------------------
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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@ -725,6 +731,7 @@ void glTFExporter::ExportMeshes()
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//----------------------------------------
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//----------------------------------------
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// Finish the skin
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// Finish the skin
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// Create the Accessor for skinRef->inverseBindMatrices
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// Create the Accessor for skinRef->inverseBindMatrices
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if (createSkin) {
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mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
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mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
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for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
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for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
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CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
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CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
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@ -733,6 +740,11 @@ void glTFExporter::ExportMeshes()
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Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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// Identity Matrix =====> skinRef->bindShapeMatrix
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// Temporary. Hard-coded identity matrix here
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skinRef->bindShapeMatrix.isPresent = true;
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IdentityMatrix4(skinRef->bindShapeMatrix.value);
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// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
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Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
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Ref<Node> meshNode;
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Ref<Node> meshNode;
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@ -742,7 +754,7 @@ void glTFExporter::ExportMeshes()
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Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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meshNode->skeletons.push_back(rootJoint);
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meshNode->skeletons.push_back(rootJoint);
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meshNode->skin = skinRef;
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meshNode->skin = skinRef;
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//----------------------------------------
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}
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}
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}
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/*
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/*
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