Bugfix: SplitByBoneCountProcess sometimes split too early

Export API continued.
First version of the Collada Exporter added. Handles static geometry and node hierarchy upto now. 

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@894 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
ulfjorensen
2011-01-21 15:37:00 +00:00
parent 553b3567c8
commit 3a4651b0ec
5 changed files with 52 additions and 10 deletions
+22 -6
View File
@@ -59,11 +59,8 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
void ExportSceneCollada(aiExportDataBlob*, const aiScene*) {
}
void ExportScene3DS(aiExportDataBlob*, const aiScene*) {
}
void ExportSceneCollada(aiExportDataBlob*, const aiScene*);
void ExportScene3DS(aiExportDataBlob*, const aiScene*) { }
/// Function pointer type of a Export worker function
typedef void (*fpExportFunc)(aiExportDataBlob*, const aiScene*);
@@ -270,7 +267,26 @@ ASSIMP_API aiReturn aiExportSceneEx( const aiScene* pScene, const char* pFormatI
// ------------------------------------------------------------------------------------------------
ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const aiScene* pScene, const char* pFormatId )
{
return NULL;
// find a suitable exporter
const Assimp::ExportFormatEntry* exporter = NULL;
for( size_t a = 0; a < aiGetExportFormatCount(); ++a )
{
if( strcmp( Assimp::gExporters[a].mDescription.id, pFormatId) == 0 )
exporter = Assimp::gExporters + a;
}
if( !exporter )
return NULL;
aiExportDataBlob* blob = new aiExportDataBlob;
exporter->mExportFunction( blob, pScene);
if( !blob->data || blob->size == 0 )
{
delete blob;
return NULL;
}
return blob;
}
// ------------------------------------------------------------------------------------------------
+4 -2
View File
@@ -192,12 +192,14 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( size_t c = 0; c < vb.size(); ++c)
{
size_t boneIndex = vb[c].first;
// if the bone is already used in this submesh, it's ok
if( isBoneUsed[ vb[c].first ] )
if( isBoneUsed[boneIndex] )
continue;
// if it's not used, yet, we would need to add it. Store its bone index
newBonesAtCurrentFace.push_back( vb[c].first);
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
newBonesAtCurrentFace.push_back( boneIndex);
}
}