ExportAnimations();
- ExportSkins();
-
glTF::AssetWriter writer(*mAsset);
if (isBinary) {
}
}
+void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
+{
+ if(!aim->HasBones()) { return; } // skip to next mesh if no bones exist.
+
+ 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];
+
+ for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
+ const aiBone* aib = aim->mBones[idx_bone];
+
+ // 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("joint_" + std::to_string(idx_bone));
+ // std::cout << "Node->id " << nodeRef->id << "\n";
+
+ // Identity Matrix =====> skinRef->bindShapeMatrix
+ // Temporary. Hard-coded identity matrix here
+ skinRef->bindShapeMatrix.isPresent = true;
+ IdentityMatrix4(skinRef->bindShapeMatrix.value);
+
+ // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
+ CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
+
+ // aib->mNumWeights;
+ // aib->mWeights;
+ } // 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;
+
+ // Create the skinned mesh instance node.
+ Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node"));
+ node->meshes.push_back(meshRef);
+ node->name = node->id;
+ node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
+ node->skin = skinRef;
+}
+
void glTFExporter::ExportMeshes()
{
// Not for
p.mode = PrimitiveMode_TRIANGLES;
}
+ /*************** Skins ****************/
+ ExportSkins(*mAsset, aim, m, b);
+
/****************** Compression ******************/
///TODO: animation: weights, joints.
if(comp_allow)
// Extract TIME parameter data.
// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
if(nodeChannel->mNumPositionKeys > 0) {
- std::cout<< "Parameters.TIME\n";
typedef float TimeType;
std::vector<TimeType> timeData;
timeData.resize(nodeChannel->mNumPositionKeys);
}
}
-
-
-
void glTFExporter::ExportAnimations()
{
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
- std::cout<<"GetBodyBuffer " << bufferRef << "\n";
std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n";
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
std::string name = nameAnim + "_" + std::to_string(channelIndex);
name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> animRef = mAsset->animations.Create(name);
- std::cout<<"channelName " << name << "\n";
/******************* Parameters ********************/
ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel);
if (channelSize < 1) { continue; }
- std::cout<<"channelType " << channelType << "\n";
-
Animation::AnimChannel tmpAnimChannel;
Animation::AnimSampler tmpAnimSampler;
tmpAnimSampler.output = channelType;
tmpAnimSampler.id = name + "_" + channelType;
- std::cout<<"nodeChannel->mNodeName.C_Str() " << nodeChannel->mNodeName.C_Str() << "\n";
tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
- std::cout<<"tmpAnimChannel.target.id " << tmpAnimChannel.target.id << "\n";
tmpAnimSampler.input = "TIME";
tmpAnimSampler.interpolation = "LINEAR";
}
- std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n";
- for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
- const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
- }
+ // std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n";
+ // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
+ // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
+ // }
} // End: for-loop mNumAnimations
}
+// void glTFExporter::ExportSkins()
+// {
+// Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
+// for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
+// const aiMesh* aim = mScene->mMeshes[idx_mesh];
-void glTFExporter::ExportSkins()
-{
- Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
-
- for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
- const aiMesh* aim = mScene->mMeshes[idx_mesh];
-
- if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist.
-
- 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];
+// if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist.
- for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
- const aiBone* aib = aim->mBones[idx_bone];
+// std::string skinName = aim->mName.C_Str();
+// skinName = mAsset->FindUniqueID(skinName, "skin");
+// Ref<Skin> skinRef = mAsset->skins.Create(skinName);
+// skinRef->name = skinName;
- // 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("joint_" + std::to_string(idx_bone));
- std::cout << "Node->id " << nodeRef->id << "\n";
+// mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
- // Identity Matrix =====> skinRef->bindShapeMatrix
- // Temporary. Hard-coded identity matrix here
- skinRef->bindShapeMatrix.isPresent = true;
- IdentityMatrix4(skinRef->bindShapeMatrix.value);
+// for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
+// const aiBone* aib = aim->mBones[idx_bone];
+// // 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("joint_" + std::to_string(idx_bone));
+// // std::cout << "Node->id " << nodeRef->id << "\n";
- // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
- CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
+// // Identity Matrix =====> skinRef->bindShapeMatrix
+// // Temporary. Hard-coded identity matrix here
+// skinRef->bindShapeMatrix.isPresent = true;
+// IdentityMatrix4(skinRef->bindShapeMatrix.value);
- // aib->mNumWeights;
- // aib->mWeights;
+// // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
+// CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
- } // End: for-loop mNumMeshes
+// // aib->mNumWeights;
+// // aib->mWeights;
+// } // End: for-loop mNumMeshes
- Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
- if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
-
- } // 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;
+// // Create the skinned mesh instance node.
+// Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(skinName, "node"));
+// node->meshes.push_back(mAsset->meshes.Get(aim->mName.C_Str()));
+// node->name = node->id;
+// node->skeletons.push_back(mAsset->nodes.Get(aim->mBones[0]->mName.C_Str()));
+// node->skin = skinRef;
+// } // End: for-loop mNumMeshes
+// }