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.
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.
In glTF2Exporter, roughnessFactor = 1 - normalizedShininess = 1 - someFunc(sqrt(shininess / 1000)). But in gltf2Importer, roughnessAsShininess = (1 - roughnessFactor) * 1000. No sqr there. So if save a shininess to a gltf2 and load it back, the value changed. This fix add a square to importer to make sure the consistency.
Skips some glTF/2.0 uv processing if the count of uvs in the attribute stream doesn't match the vertex count.
This happens with some malformed glTF/2.0 files, and the change will allow them to be processed properly.
Without the change, an access violation will occur several lines below if uv count is less than the position count.
Assimp was returning glTF/2.0 values as address modes instead of aiTextureMapModes.
Also modified text glTF/2.0 model's sampler uv address modes to mirror/clamp respectively, and tests for them in the unit test.
Uses node name if it is set, and globally unique id otherwise.
This may still break in some models (glTF2 spec doesn’t guaruntee name values to be unique). However, I couldn’t cause it to break any further using gltf2 models on hand.
Closes#1600