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