o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
}
+static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
+{
+ o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
+ o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
+ o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
+ o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
+}
+
static void IdentityMatrix4(glTF::mat4& o)
{
o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
return parentNodeRef;
}
-void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
+void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
{
if (aim->mNumBones < 1) {
return;
}
- std::string skinName = aim->mName.C_Str();
- skinName = mAsset.FindUniqueID(skinName, "skin");
- Ref<Skin> skinRef = mAsset.skins.Create(skinName);
- skinRef->name = skinName;
-
- mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
-
// Store the vertex joint and weight data.
vec4* vertexJointData = new vec4[aim->mNumVertices];
vec4* vertexWeightData = new vec4[aim->mNumVertices];
// aib->mName =====> skinRef->jointNames
// Find the node with id = mName.
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
- nodeRef->jointName = "joint_" + std::to_string(idx_bone);
- skinRef->jointNames.push_back(nodeRef);
+ nodeRef->jointName = nodeRef->id; //"joint_" + std::to_string(idx_bone);
- // Identity Matrix =====> skinRef->bindShapeMatrix
- // Temporary. Hard-coded identity matrix here
- skinRef->bindShapeMatrix.isPresent = true;
- IdentityMatrix4(skinRef->bindShapeMatrix.value);
+ bool addJointToJointNames = true;
+ for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
+ if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
+ addJointToJointNames = false;
+ }
+ }
- // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
- CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
+ if (addJointToJointNames) {
+ skinRef->jointNames.push_back(nodeRef);
+
+ // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
+ aiMatrix4x4 tmpMatrix4;
+ CopyValue(aib->mOffsetMatrix, tmpMatrix4);
+ inverseBindMatricesData.push_back(tmpMatrix4);
+ }
// aib->mWeights =====> vertexWeightData
for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
} // End: for-loop mNumMeshes
- // Create the Accessor for skinRef->inverseBindMatrices
- Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
- if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
-
-
Mesh::Primitive& p = meshRef->primitives.back();
- Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
+ Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
- Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
+ Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
-
-
- // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
- Ref<Node> rootNode = mAsset.nodes.Get(unsigned(0));
- Ref<Node> meshNode;
- FindMeshNode(rootNode, meshNode, meshRef->id);
-
- Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
- meshNode->skeletons.push_back(rootJoint);
- meshNode->skin = skinRef;
}
void glTFExporter::ExportMeshes()
b = mAsset->buffers.Create(bufferId);
}
+ //----------------------------------------
+ // For the skin
+ std::string skinName = mAsset->FindUniqueID("skin", "skin");
+ Ref<Skin> skinRef = mAsset->skins.Create(skinName);
+ skinRef->name = skinName;
+ // std::vector<glTF::mat4> inverseBindMatricesData;
+ std::vector<aiMatrix4x4> inverseBindMatricesData;
+
+ // Identity Matrix =====> skinRef->bindShapeMatrix
+ // Temporary. Hard-coded identity matrix here
+ skinRef->bindShapeMatrix.isPresent = true;
+ IdentityMatrix4(skinRef->bindShapeMatrix.value);
+ //----------------------------------------
+
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
const aiMesh* aim = mScene->mMeshes[idx_mesh];
/*************** Skins ****************/
if(aim->HasBones()) {
- ExportSkin(*mAsset, aim, m, b);
+ ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
}
/****************** Compression ******************/
#endif
}// if(comp_allow)
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
+
+ //----------------------------------------
+ // Finish the skin
+ // Create the Accessor for skinRef->inverseBindMatrices
+ mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
+ for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
+ CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
+ }
+
+
+ Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
+ if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
+
+ // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
+ Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
+ Ref<Node> meshNode;
+ std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
+ FindMeshNode(rootNode, meshNode, meshID);
+
+ Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
+ meshNode->skeletons.push_back(rootJoint);
+ meshNode->skin = skinRef;
+ //----------------------------------------
}
/*