reenable animation and skins exports
Currently incorrect, however. May need to be removed
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@@ -121,7 +121,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
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ExportScene();
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//ExportAnimations();
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ExportAnimations();
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AssetWriter writer(*mAsset);
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@@ -481,7 +481,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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return parentNodeRef;
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}
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/*void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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void ExportSkin(Asset& mAsset, const aiMesh* aimesh, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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{
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if (aimesh->mNumBones < 1) {
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return;
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@@ -558,7 +558,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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delete[] jointsPerVertex;
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delete[] vertexWeightData;
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delete[] vertexJointData;
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}*/
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}
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void glTF2Exporter::ExportMeshes()
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{
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@@ -663,9 +663,9 @@ void glTF2Exporter::ExportMeshes()
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}
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/*************** Skins ****************/
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/*if(aim->HasBones()) {
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if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}*/
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}
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}
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//----------------------------------------
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@@ -892,7 +892,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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}
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}
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/* void glTF2Exporter::ExportAnimations()
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void glTF2Exporter::ExportAnimations()
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{
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Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
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@@ -961,7 +961,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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// }
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} // End: for-loop mNumAnimations
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} */
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}
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#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
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