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Merge branch 'master' into patch-1

Martin 4 years ago
parent
commit
947d72d281
1 changed files with 19 additions and 21 deletions
  1. 19 21
      code/AssetLib/glTF2/glTF2Exporter.cpp

+ 19 - 21
code/AssetLib/glTF2/glTF2Exporter.cpp

@@ -1258,9 +1258,6 @@ inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<B
 inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 3);
@@ -1281,9 +1278,6 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
 inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 3);
@@ -1304,9 +1298,6 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
 inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 4);
@@ -1347,29 +1338,36 @@ void glTF2Exporter::ExportAnimations()
         if (anim->mName.length > 0) {
             nameAnim = anim->mName.C_Str();
         }
+        Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
 
         for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
             const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
 
-            // It appears that assimp stores this type of animation as multiple animations.
-            // where each aiNodeAnim in mChannels animates a specific node.
             std::string name = nameAnim + "_" + to_string(channelIndex);
             name = mAsset->FindUniqueID(name, "animation");
-            Ref<Animation> animRef = mAsset->animations.Create(name);
 
             Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
 
-            Animation::Sampler translationSampler;
-            ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
-            AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
+            if (nodeChannel->mNumPositionKeys > 0)
+            {
+                Animation::Sampler translationSampler;
+                ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
+                AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
+            }
 
-            Animation::Sampler rotationSampler;
-            ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
-            AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
+            if (nodeChannel->mNumRotationKeys > 0)
+            {
+                Animation::Sampler rotationSampler;
+                ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
+                AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
+            }
 
-            Animation::Sampler scaleSampler;
-            ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
-            AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
+            if (nodeChannel->mNumScalingKeys > 0)
+            {
+                Animation::Sampler scaleSampler;
+                ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
+                AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
+            }
         }
 
         // Assimp documentation staes this is not used (not implemented)