merge upstream/master and fix conflicts

This commit is contained in:
Angelo Scandaliato
2016-10-15 18:12:02 -07:00
21 changed files with 185 additions and 135 deletions

View File

@@ -212,30 +212,29 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
// calculate min and max values
{
// Allocate and initialize with large values.
float float_MAX = 10000000000000;
for (int i = 0 ; i < numCompsOut ; i++) {
float float_MAX = 10000000000000.0f;
for (unsigned int i = 0 ; i < numCompsOut ; i++) {
acc->min.push_back( float_MAX);
acc->max.push_back(-float_MAX);
}
// Search and set extreme values.
float valueTmp;
for (int i = 0 ; i < count ; i++) {
for (int j = 0 ; j < numCompsOut ; j++) {
for (unsigned int i = 0 ; i < count ; i++) {
for (unsigned int j = 0 ; j < numCompsOut ; j++) {
if (numCompsOut == 1) {
valueTmp = static_cast<unsigned short*>(data)[i];
} else {
valueTmp = static_cast<aiVector3D*>(data)[i][j];
}
if (numCompsOut == 1) {
valueTmp = static_cast<unsigned short*>(data)[i];
} else {
valueTmp = static_cast<aiVector3D*>(data)[i][j];
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
if (valueTmp > acc->max[j]) {
acc->max[j] = valueTmp;
}
}
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
if (valueTmp > acc->max[j]) {
acc->max[j] = valueTmp;
}
}
}
}
@@ -444,7 +443,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
// aib->mName =====> skinRef->jointNames
// Find the node with id = mName.
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
nodeRef->jointName = nodeRef->id; //"joint_" + std::to_string(idx_bone);
nodeRef->jointName = nodeRef->id;
unsigned int jointNamesIndex;
bool addJointToJointNames = true;
@@ -914,7 +913,7 @@ void glTFExporter::ExportAnimations()
// It appears that assimp stores this type of animation as multiple animations.
// where each aiNodeAnim in mChannels animates a specific node.
std::string name = nameAnim + "_" + std::to_string(channelIndex);
std::string name = nameAnim + "_" + to_string(channelIndex);
name = mAsset->FindUniqueID(name, "animation");
Ref<Animation> animRef = mAsset->animations.Create(name);