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@@ -446,10 +446,12 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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nodeRef->jointName = nodeRef->id; //"joint_" + std::to_string(idx_bone);
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+ unsigned int jointNamesIndex;
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bool addJointToJointNames = true;
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for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
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if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
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addJointToJointNames = false;
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+ jointNamesIndex = idx_joint;
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}
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}
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@@ -460,6 +462,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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aiMatrix4x4 tmpMatrix4;
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CopyValue(aib->mOffsetMatrix, tmpMatrix4);
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inverseBindMatricesData.push_back(tmpMatrix4);
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+ jointNamesIndex = inverseBindMatricesData.size() - 1;
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}
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// aib->mWeights =====> vertexWeightData
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@@ -470,7 +473,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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// A vertex can only have at most four joint weights. Ignore all others.
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if (jointsPerVertex[vertexId] > 3) { continue; }
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- vertexJointData[vertexId][jointsPerVertex[vertexId]] = idx_bone;
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+ vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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jointsPerVertex[vertexId] += 1;
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@@ -727,7 +730,6 @@ void glTFExporter::ExportMeshes()
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CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
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}
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-
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Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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