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@@ -516,7 +516,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
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if (mat.GetTextureCount(tt) == 0) {
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return;
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}
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-
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+
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aiString tex;
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// Read texcoord (UV map index)
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@@ -855,13 +855,13 @@ void glTF2Exporter::ExportMaterials() {
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mAsset->extensionsUsed.KHR_materials_transmission = true;
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m->materialTransmission = Nullable<MaterialTransmission>(transmission);
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}
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-
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+
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MaterialVolume volume;
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if (GetMatVolume(mat, volume)) {
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mAsset->extensionsUsed.KHR_materials_volume = true;
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m->materialVolume = Nullable<MaterialVolume>(volume);
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}
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-
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+
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MaterialIOR ior;
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if (GetMatIOR(mat, ior)) {
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mAsset->extensionsUsed.KHR_materials_ior = true;
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@@ -921,7 +921,7 @@ 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,
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+void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buffer> &bufferRef, Ref<Skin> &skinRef,
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std::vector<aiMatrix4x4> &inverseBindMatricesData) {
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if (aimesh->mNumBones < 1) {
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return;
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@@ -985,14 +985,14 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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- jointsPerVertex[vertexId] += 1;
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+ jointsPerVertex[vertexId] += 1;
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}
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}
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} // End: for-loop mNumMeshes
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Mesh::Primitive &p = meshRef->primitives.back();
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- Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
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+ Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
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vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexJointAccessor) {
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size_t offset = vertexJointAccessor->bufferView->byteOffset;
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@@ -1090,7 +1090,7 @@ void glTF2Exporter::ExportMeshes() {
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}
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}
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- Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3,
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+ Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3,
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AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (n) {
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p.attributes.normal.push_back(n);
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@@ -1112,7 +1112,7 @@ void glTF2Exporter::ExportMeshes() {
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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- Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i],
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+ Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i],
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AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (tc) {
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p.attributes.texcoord.push_back(tc);
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@@ -1140,7 +1140,7 @@ void glTF2Exporter::ExportMeshes() {
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}
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}
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- p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
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+ p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
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ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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}
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