void SetDefaults();
};
+ struct Animation : public Object
+ {
+ struct AnimSampler {
+ std::string id; //!< The ID of this sampler.
+ std::string input; //!< The ID of a parameter in this animation to use as key-frame input.
+ std::string interpolation; //!< Type of interpolation algorithm to use between key-frames.
+ std::string output; //!< The ID of a parameter in this animation to use as key-frame output.
+ };
- struct AnimSampler {
- std::string input; //!< The ID of a parameter in this animation to use as key-frame input.
- std::string interpolation; //!< Type of interpolation algorithm to use between key-frames.
- std::string output; //!< The ID of a parameter in this animation to use as key-frame output.
- };
-
- struct AnimTarget {
- Ref<Node> id; //!< The ID of the node to animate.
- std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale").
- };
+ struct AnimChannel {
+ std::string sampler; //!< The ID of one sampler present in the containing animation's samplers property.
- struct AnimChannel {
- Ref<AnimSampler> sampler; //!< The ID of one of the samplers present in the containing animation's samplers property.
- AnimTarget target;
- };
+ struct AnimTarget {
+ Ref<Node> id; //!< The ID of the node to animate.
+ std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale").
+ } target;
+ };
- struct AnimParameters {
- Ref<Accessor> TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values.
- Ref<Accessor> rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors.
- Ref<Accessor> scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
- Ref<Accessor> translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
- };
+ struct AnimParameters {
+ Ref<Accessor> TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values.
+ Ref<Accessor> rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors.
+ Ref<Accessor> scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
+ Ref<Accessor> translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
+ };
- struct Animation : public Object
- {
AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy.
AnimParameters Parameters; //!< The samplers that interpolate between the key-frames.
AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data.
+
+ Animation() {}
+ void Read(Value& obj, Asset& r);
};
typedef typename std::gltf_unordered_map< std::string, unsigned int > Dict;
std::vector<T*> mObjs; //! The read objects
- Dict mObjsById; //! The read objects accesible by id
+ Dict mObjsById; //! The read objects accessible by id
const char* mDictId; //! ID of the dictionary object
const char* mExtId; //! ID of the extension defining the dictionary
Value* mDict; //! JSON dictionary object
inline void Write(Value& obj, Animation& a, AssetWriter& w)
{
+ /****************** Channels *******************/
+ Value channels;
+ channels.SetArray();
+ channels.Reserve(3/*unsigned(a.Channels.size())*/, w.mAl);
+
+ for (size_t i = 0; i < 3/*a.Channels.size()*/; ++i) {
+ Animation::AnimChannel& c = a.Channels[i];
+ Value valChannel;
+ valChannel.SetObject();
+ {
+ valChannel.AddMember("sampler", c.sampler, w.mAl);
+ Value valTarget;
+ valTarget.SetObject();
+ {
+ valTarget.AddMember("id", StringRef(c.target.id->id), w.mAl);
+ valTarget.AddMember("path", c.target.path, w.mAl);
+ }
+ valChannel.AddMember("target", valTarget, w.mAl);
+ }
+ channels.PushBack(valChannel, w.mAl);
+ }
+ obj.AddMember("Channels", channels, w.mAl);
+
+ /****************** Parameters *******************/
+ Value valParameters;
+ valParameters.SetObject();
+ {
+ valParameters.AddMember("TIME", StringRef(a.Parameters.TIME->id), w.mAl);
+ valParameters.AddMember("rotation", StringRef(a.Parameters.rotation->id), w.mAl);
+ valParameters.AddMember("scale", StringRef(a.Parameters.scale->id), w.mAl);
+ valParameters.AddMember("translation", StringRef(a.Parameters.translation->id), w.mAl);
+ }
+ obj.AddMember("Parameters", valParameters, w.mAl);
+
+ /****************** Samplers *******************/
+ Value valSamplers;
+ valSamplers.SetObject();
+
+ for (size_t i = 0; i < 3/*a.Samplers.size()*/; ++i) {
+ Animation::AnimSampler& s = a.Samplers[i];
+ Value valSampler;
+ valSampler.SetObject();
+ {
+ valSampler.AddMember("input", s.input, w.mAl);
+ valSampler.AddMember("interpolation", s.interpolation, w.mAl);
+ valSampler.AddMember("output", s.output, w.mAl);
+ }
+ valSamplers.AddMember(StringRef(s.id), valSampler, w.mAl);
+ }
+ obj.AddMember("Samplers", valSamplers, w.mAl);
}
inline void Write(Value& obj, Buffer& b, AssetWriter& w)
// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
-
// invoke the exporter
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
}
ExportScene();
+ ExportAnimations();
+
glTF::AssetWriter writer(*mAsset);
if (isBinary) {
typedef unsigned short IndicesType;
// Variables needed for compression. BEGIN.
- // Indices, not pointers - because pointer to buffer is changin while writing to it.
+ // Indices, not pointers - because pointer to buffer is changing while writing to it.
size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
void glTFExporter::ExportAnimations()
{
+ // //--------------------------
+ // // Setup to output buffer data
+ // // Not for
+ // // using IndicesType = decltype(aiFace::mNumIndices);
+ // // But yes for
+ // // using IndicesType = unsigned short;
+ // // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
+ // typedef unsigned short IndicesType;
+
+ // // Variables needed for compression. BEGIN.
+ // // Indices, not pointers - because pointer to buffer is changing while writing to it.
+ // size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
+ // size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
+ // std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
+ // size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
+ // bool comp_allow;// Point that data of current mesh can be compressed.
+ // // Variables needed for compression. END.
+
+ // std::string fname = std::string(mFilename);
+ // std::string bufferIdPrefix = fname.substr(0, fname.find("."));
+ // std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
+
+ // Ref<Buffer> b = mAsset->GetBodyBuffer();
+ // // Setup to output buffer data
+ // //--------------------------
+
// aiString aiName;
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
const aiAnimation* anim = mScene->mAnimations[i];
Ref<Animation> animRef = mAsset->animations.Create(name);
- animRef->Parameters.TIME;
- animRef->Parameters.rotation;
- animRef->Parameters.scale;
- animRef->Parameters.translation;
+ // These are accessors to bufferviews to buffer data.
+
+ Ref<Accessor> acc = mAsset->accessors.Get(unsigned (0));
+
+ animRef->Parameters.TIME = acc;
+ animRef->Parameters.rotation = acc;
+ animRef->Parameters.scale = acc;
+ animRef->Parameters.translation = acc;
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
for (unsigned int j = 0; j < 3; ++j) {
+ std::string channelType;
switch (j) {
case 0:
- animRef->Channels[j].target.path = "rotation";
- animRef->Samplers[j].output = "rotation";
+ channelType = "rotation";
break;
case 1:
- animRef->Channels[j].target.path = "scale";
- animRef->Samplers[j].output = "scale";
+ channelType = "scale";
break;
case 2:
- animRef->Channels[j].target.path = "translation";
- animRef->Samplers[j].output = "translation";
+ channelType = "translation";
break;
}
- animRef->Channels[j].sampler;
- animRef->Channels[j].target.id = mAsset->FindUniqueID(nodeChannel->mNodeName.C_Str(), "node");
+ animRef->Channels[j].sampler = name + "_" + channelType;
+ animRef->Channels[j].target.path = channelType;
+ animRef->Samplers[j].output = channelType;
+ animRef->Samplers[j].id = name + "_" + channelType;
+
+ animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
animRef->Samplers[j].input = "TIME";
animRef->Samplers[j].interpolation = "LINEAR";