|
@@ -61,6 +61,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
// Header files, standart library.
|
|
|
#include <memory>
|
|
|
#include <inttypes.h>
|
|
|
+#include <iostream>
|
|
|
|
|
|
#include "glTFAssetWriter.h"
|
|
|
|
|
@@ -624,6 +625,124 @@ void glTFExporter::ExportMetadata()
|
|
|
}
|
|
|
|
|
|
|
|
|
+inline Ref<Accessor> ExportAnimationData(Asset& a, std::string& animId, Ref<Buffer>& buffer,
|
|
|
+ unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType)
|
|
|
+{
|
|
|
+ if (!count || !data) return Ref<Accessor>();
|
|
|
+
|
|
|
+ unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
|
|
|
+ unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
|
|
|
+ unsigned int bytesPerComp = ComponentTypeSize(compType);
|
|
|
+
|
|
|
+ size_t offset = buffer->byteLength;
|
|
|
+ size_t length = count * numCompsOut * bytesPerComp;
|
|
|
+ buffer->Grow(length);
|
|
|
+
|
|
|
+ // bufferView
|
|
|
+ Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(animId, "view"));
|
|
|
+ bv->buffer = buffer;
|
|
|
+ bv->byteOffset = unsigned(offset);
|
|
|
+ bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
|
|
|
+ // bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
|
|
|
+ bv->target = BufferViewTarget_ARRAY_BUFFER;
|
|
|
+
|
|
|
+ // accessor
|
|
|
+ Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(animId, "accessor"));
|
|
|
+ acc->bufferView = bv;
|
|
|
+ acc->byteOffset = 0;
|
|
|
+ acc->byteStride = 0;
|
|
|
+ acc->componentType = compType;
|
|
|
+ acc->count = count;
|
|
|
+ acc->type = typeOut;
|
|
|
+
|
|
|
+ // calculate min and max values
|
|
|
+ {
|
|
|
+ // Allocate and initialize with large values.
|
|
|
+ float float_MAX = 10000000000000;
|
|
|
+ for (int i = 0 ; i < numCompsOut ; i++) {
|
|
|
+ acc->min.push_back( float_MAX);
|
|
|
+ acc->max.push_back(-float_MAX);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Search and set extreme values.
|
|
|
+ float valueTmp;
|
|
|
+ for (int i = 0 ; i < count ; i++) {
|
|
|
+ for (int j = 0 ; j < numCompsOut ; j++) {
|
|
|
+
|
|
|
+ if (numCompsOut == 1) {
|
|
|
+ valueTmp = static_cast<unsigned short*>(data)[i];
|
|
|
+ } else {
|
|
|
+ valueTmp = static_cast<aiVector3D*>(data)[i][j];
|
|
|
+ }
|
|
|
+
|
|
|
+ if (valueTmp < acc->min[j]) {
|
|
|
+ acc->min[j] = valueTmp;
|
|
|
+ }
|
|
|
+ if (valueTmp > acc->max[j]) {
|
|
|
+ acc->max[j] = valueTmp;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // copy the data
|
|
|
+ acc->WriteData(count, data, numCompsIn*bytesPerComp);
|
|
|
+
|
|
|
+ return acc;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel)
|
|
|
+{
|
|
|
+ //-------------------------------------------------------
|
|
|
+ // Extract TIME parameter data.
|
|
|
+ // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
|
|
|
+ typedef float TimeType;
|
|
|
+ std::vector<TimeType> timeData;
|
|
|
+ timeData.resize(nodeChannel->mNumPositionKeys);
|
|
|
+ for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
|
|
|
+ // timeData[i] = uint16_t(nodeChannel->mPositionKeys[i].mTime);
|
|
|
+ timeData[i] = nodeChannel->mPositionKeys[i].mTime;
|
|
|
+ }
|
|
|
+
|
|
|
+ Ref<Accessor> timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
|
|
|
+ if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
|
|
|
+
|
|
|
+ //-------------------------------------------------------
|
|
|
+ // Extract translation parameter data
|
|
|
+ C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
|
|
|
+ for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
|
|
|
+ translationData[i] = nodeChannel->mPositionKeys[i].mValue;
|
|
|
+ }
|
|
|
+
|
|
|
+ Ref<Accessor> tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
|
+ if (tranAccessor) animRef->Parameters.translation = tranAccessor;
|
|
|
+
|
|
|
+ //-------------------------------------------------------
|
|
|
+ // Extract scale parameter data
|
|
|
+ C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
|
|
|
+ for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
|
|
|
+ scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
|
|
|
+ }
|
|
|
+
|
|
|
+ Ref<Accessor> scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
|
|
+ if (scaleAccessor) animRef->Parameters.scale = scaleAccessor;
|
|
|
+
|
|
|
+ //-------------------------------------------------------
|
|
|
+ // Extract rotation parameter data
|
|
|
+ C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
|
|
|
+ for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
|
|
|
+ rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
|
|
|
+ }
|
|
|
+
|
|
|
+ Ref<Accessor> rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
|
|
+ if (rotAccessor) animRef->Parameters.rotation = rotAccessor;
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
void glTFExporter::ExportAnimations()
|
|
|
{
|
|
|
// //--------------------------
|
|
@@ -649,32 +768,49 @@ void glTFExporter::ExportAnimations()
|
|
|
// std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
|
|
|
|
|
|
// Ref<Buffer> b = mAsset->GetBodyBuffer();
|
|
|
+ Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
|
|
|
+ std::cout<<"GetBodyBuffer " << bufferRef << "\n";
|
|
|
// // Setup to output buffer data
|
|
|
// //--------------------------
|
|
|
|
|
|
// aiString aiName;
|
|
|
+ std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n";
|
|
|
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
|
|
|
const aiAnimation* anim = mScene->mAnimations[i];
|
|
|
|
|
|
- std::string name;
|
|
|
+ std::string nameAnim;
|
|
|
if (anim->mName.length > 0) {
|
|
|
- name = anim->mName.C_Str();
|
|
|
+ nameAnim = anim->mName.C_Str();
|
|
|
}
|
|
|
- name = mAsset->FindUniqueID(name, "animation");
|
|
|
|
|
|
- Ref<Animation> animRef = mAsset->animations.Create(name);
|
|
|
+ std::cout<<"mNumChannels " << anim->mNumChannels << "\n";
|
|
|
+ for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
|
|
|
+ const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
|
|
|
|
|
|
- // These are accessors to bufferviews to buffer data.
|
|
|
+ // 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 + "_" + std::to_string(channelIndex);
|
|
|
+ name = mAsset->FindUniqueID(name, "animation");
|
|
|
+ Ref<Animation> animRef = mAsset->animations.Create(name);
|
|
|
|
|
|
- Ref<Accessor> acc = mAsset->accessors.Get(unsigned (0));
|
|
|
+ // Loop over the data and check to see if it exactly matches an existing buffer.
|
|
|
+ // If yes, then reference the existing corresponding accessor.
|
|
|
+ // Otherwise, add to the buffer and create a new accessor.
|
|
|
|
|
|
- animRef->Parameters.TIME = acc;
|
|
|
- animRef->Parameters.rotation = acc;
|
|
|
- animRef->Parameters.scale = acc;
|
|
|
- animRef->Parameters.translation = acc;
|
|
|
+ /******************* Parameters ********************/
|
|
|
+ // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
|
|
|
+ // if(comp_allow) idx_srcdata_begin = bufferRef->byteLength;
|
|
|
+
|
|
|
+ ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel);
|
|
|
+
|
|
|
+ // FAKE DATA FOR NOW!!!!!
|
|
|
+ // These are accessors to bufferviews to buffer data.
|
|
|
+ // Ref<Accessor> acc = mAsset->accessors.Get(unsigned (0));
|
|
|
+ // animRef->Parameters.TIME = acc;
|
|
|
+ // animRef->Parameters.rotation = acc;
|
|
|
+ // animRef->Parameters.scale = acc;
|
|
|
+ // animRef->Parameters.translation = acc;
|
|
|
|
|
|
- for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
|
|
|
- const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
|
|
|
|
|
|
for (unsigned int j = 0; j < 3; ++j) {
|
|
|
std::string channelType;
|
|
@@ -700,12 +836,14 @@ void glTFExporter::ExportAnimations()
|
|
|
animRef->Samplers[j].input = "TIME";
|
|
|
animRef->Samplers[j].interpolation = "LINEAR";
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
+ std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n";
|
|
|
for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
|
|
|
const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
|
|
|
}
|
|
|
- }
|
|
|
- } // End: for-loop mNumAnimations
|
|
|
+
|
|
|
+ } // End: for-loop mNumAnimations
|
|
|
}
|
|
|
|
|
|
|