Daniel Hritzkiv 8 роки тому
батько
коміт
63ef19d9ad
3 змінених файлів з 0 додано та 26 видалено
  1. 0 18
      code/glTF2Exporter.cpp
  2. 0 1
      code/glTF2Exporter.h
  3. 0 7
      code/glTF2Importer.cpp

+ 0 - 18
code/glTF2Exporter.cpp

@@ -107,10 +107,6 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
 
     ExportMetadata();
 
-    if (mScene->mRootNode) {
-        ExportExtensions(mScene->mRootNode);
-    }
-
     ExportMaterials();
 
     if (mScene->mRootNode) {
@@ -789,20 +785,6 @@ void glTF2Exporter::ExportMetadata()
     asset.generator = buffer;
 }
 
-void glTF2Exporter::ExportExtensions(const aiNode* n)
-{
-    aiMetadata* mMetaData = n->mMetaData;
-
-    if (mMetaData != nullptr) {
-        bool pbrSpecularGlossiness;
-
-        if (mMetaData->Get("extensionsUsed.pbrSpecularGlossiness", pbrSpecularGlossiness)) {
-            mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = pbrSpecularGlossiness;
-        }
-    }
-
-}
-
 inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond)
 {
     // Loop over the data and check to see if it exactly matches an existing buffer.

+ 0 - 1
code/glTF2Exporter.h

@@ -118,7 +118,6 @@ namespace Assimp
         void GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
         void GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
         void ExportMetadata();
-        void ExportExtensions(const aiNode* n);
         void ExportMaterials();
         void ExportMeshes();
         unsigned int ExportNodeHierarchy(const aiNode* n);

+ 0 - 7
code/glTF2Importer.cpp

@@ -546,13 +546,6 @@ void glTF2Importer::ImportNodes(glTF2::Asset& r)
     //if (!mScene->mRootNode) {
     //  mScene->mRootNode = new aiNode("EMPTY");
     //}
-
-    //initialize mMetaData;
-    aiMetadata* mMetaData = new aiMetadata();
-
-    //store used glTF extensions on the root node, for a lack of a better place.
-    mMetaData->Add("extensionsUsed.pbrSpecularGlossiness", r.extensionsUsed.KHR_materials_pbrSpecularGlossiness);
-    mScene->mRootNode->mMetaData = mMetaData;
 }
 
 void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)