Refactors the glTF2 internal classes to more closely reflect the structure
of the actual GLTF2 file format. Adds implementations for reading skins
and animations from GLTF2 files into those structures.
Also provides implementations for converting skins and animations from GLTF
into assimp data structures. Special handling is required for bone weights
since assimp stores vertex-weights-per-bone whereas GLTF2 stores
bone-weights-per-vertex. Only supports keyframed LINEAR animation data;
STEP and CUBICSPLINE is not currently supported.
When I was merging a node’s multiple meshes into that node’s first mesh’s primitives, I was deleting the merged meshes from the node.
However, I wasn’t deleting the merged meshes from the mAsset->meshes Dict, causing the gltf2 export to contain extra unreferenced meshes and duplicate primitives.
This new code adds a new method to LazyDict, which removes the object from it, taking care to update indexes of the subsequent objects. This change also requires that `Ref`s of `Mesh`es (stored in node->meshes) have their indexes updated.
mainly unused parameter and unused function
some parameters are indeed used in a debug built, I used the
(void)(param) trick
warnings reported by clang 4
The changes here (which only apply to reading from or writing to pbrSpecularGlossiness) will:
- store and read specular color on `AI_MATKEY_COLOR_SPECULAR ` rather than `AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR`
- store and read specular texture from `aiTextureType_SPECULAR` rather than `AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE`. Even though pbrSG’s specularGlossiness texture uses the alpha channel for glossiness, it will still work well enough with just the RGB channels of the image
These changes do a better of importing and exporting baseColor colors and textures, as well as diffuse colors and textures (in the case of pbrSpecularGlossiness)
- baseColorFactor will be stored on both `$clr.diffuse` and `$mat.gltf.pbrMetallicRoughness.baseColorFactor`, and will be extracted from `$mat.gltf.pbrMetallicRoughness.baseColorFactor` first, and falling back to `$clr.diffuse`. The behaviour for baseColorTexture is similar
- pbrSG’s diffuseFactor will now only be store on `$clr.diffuse` (overwriting any previous assignments to `$clr.diffuse`, e.g. from metallicRoughness’ baseColorFactor, as diffuseFactor is more analogous to diffuse color than baseColor), and will only extract from `$clr.diffuse`
Samplers are now imported into assimp internal format from textures;
Samplers have defaults as per spec;
Sampler enums are strongly typed with UNSET values;
Samplers are exported properly;
Sampler filters are exported as well;
Samplers are re-used across textures on export
Default sampler values are not written
pbrMetallicRoughness and pbrSpecularGlossiness as structs; persist textureinfo properties from start to finish; persist pbrSpecularGlossiness (via extensionsUsed) usage from start to finish