reenable animation and skins exports

Currently incorrect, however. May need to be removed
This commit is contained in:
Daniel Hritzkiv
2017-09-01 17:49:04 -04:00
parent f09892ab63
commit ab08a7c3cb
3 changed files with 36 additions and 17 deletions

View File

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