set bindShapeMatrix to identity

This commit is contained in:
Angelo Scandaliato
2016-10-05 18:16:32 -07:00
parent 79852de5ae
commit 0313328a92
2 changed files with 20 additions and 0 deletions

View File

@@ -166,6 +166,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
}
static void IdentityMatrix4(glTF::mat4& o)
{
o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0;
o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
}
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
@@ -858,6 +866,12 @@ void glTFExporter::ExportSkins()
std::cout << "Node->id " << nodeRef->id << "\n";
skinRef->bindShapeMatrix.isPresent = true;
// CopyValue(n->mTransformation, skinRef->bindShapeMatrix.value);
// aiIdentityMatrix4(skinRef->bindShapeMatrix.value);
IdentityMatrix4(skinRef->bindShapeMatrix.value);
// skinRef->bindShapeMatrix;
// skinRef->inverseBindMatrices;