created the asset writer function for animations export gltf
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+47
-14
@@ -80,7 +80,6 @@ namespace Assimp {
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// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
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void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
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}
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@@ -146,6 +145,8 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportScene();
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ExportAnimations();
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glTF::AssetWriter writer(*mAsset);
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if (isBinary) {
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@@ -369,7 +370,7 @@ void glTFExporter::ExportMeshes()
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typedef unsigned short IndicesType;
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// Variables needed for compression. BEGIN.
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// Indices, not pointers - because pointer to buffer is changin while writing to it.
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// Indices, not pointers - because pointer to buffer is changing while writing to it.
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size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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@@ -625,6 +626,32 @@ void glTFExporter::ExportMetadata()
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void glTFExporter::ExportAnimations()
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{
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// //--------------------------
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// // Setup to output buffer data
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// // Not for
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// // using IndicesType = decltype(aiFace::mNumIndices);
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// // But yes for
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// // using IndicesType = unsigned short;
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// // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
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// typedef unsigned short IndicesType;
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// // Variables needed for compression. BEGIN.
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// // Indices, not pointers - because pointer to buffer is changing while writing to it.
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// size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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// size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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// std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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// size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
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// bool comp_allow;// Point that data of current mesh can be compressed.
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// // Variables needed for compression. END.
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// std::string fname = std::string(mFilename);
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// std::string bufferIdPrefix = fname.substr(0, fname.find("."));
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// std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
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// Ref<Buffer> b = mAsset->GetBodyBuffer();
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// // Setup to output buffer data
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// //--------------------------
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// aiString aiName;
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for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
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const aiAnimation* anim = mScene->mAnimations[i];
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@@ -637,32 +664,38 @@ void glTFExporter::ExportAnimations()
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Ref<Animation> animRef = mAsset->animations.Create(name);
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animRef->Parameters.TIME;
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animRef->Parameters.rotation;
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animRef->Parameters.scale;
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animRef->Parameters.translation;
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// These are accessors to bufferviews to buffer data.
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Ref<Accessor> acc = mAsset->accessors.Get(unsigned (0));
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animRef->Parameters.TIME = acc;
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animRef->Parameters.rotation = acc;
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animRef->Parameters.scale = acc;
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animRef->Parameters.translation = acc;
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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for (unsigned int j = 0; j < 3; ++j) {
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std::string channelType;
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switch (j) {
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case 0:
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animRef->Channels[j].target.path = "rotation";
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animRef->Samplers[j].output = "rotation";
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channelType = "rotation";
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break;
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case 1:
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animRef->Channels[j].target.path = "scale";
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animRef->Samplers[j].output = "scale";
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channelType = "scale";
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break;
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case 2:
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animRef->Channels[j].target.path = "translation";
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animRef->Samplers[j].output = "translation";
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channelType = "translation";
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break;
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}
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animRef->Channels[j].sampler;
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animRef->Channels[j].target.id = mAsset->FindUniqueID(nodeChannel->mNodeName.C_Str(), "node");
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animRef->Channels[j].sampler = name + "_" + channelType;
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animRef->Channels[j].target.path = channelType;
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animRef->Samplers[j].output = channelType;
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animRef->Samplers[j].id = name + "_" + channelType;
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animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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animRef->Samplers[j].input = "TIME";
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animRef->Samplers[j].interpolation = "LINEAR";
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