Assimp  v4.1. (December 2018)
glTF2Exporter.cpp File Reference

Namespaces

 Assimp
 MACHINE-GENERATED by scripts/ICFImporter/CppGenerator.py.
 

Functions

static void AddSampler (Ref< Animation > &animRef, Ref< Node > &nodeRef, Animation::Sampler &sampler, AnimationPath path)
 
static void CopyValue (const aiMatrix4x4 &v, mat4 &o)
 
static void CopyValue (const aiMatrix4x4 &v, aiMatrix4x4 &o)
 
Ref< AccessorExportData (Asset &a, std::string &meshName, Ref< Buffer > &buffer, size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices=false)
 
void Assimp::ExportSceneGLB2 (const char *, IOSystem *, const aiScene *, const ExportProperties *)
 
void Assimp::ExportSceneGLTF2 (const char *, IOSystem *, const aiScene *, const ExportProperties *)
 
void ExportSkin (Asset &mAsset, const aiMesh *aimesh, Ref< Mesh > &meshRef, Ref< Buffer > &bufferRef, Ref< Skin > &skinRef, std::vector< aiMatrix4x4 > &inverseBindMatricesData)
 
void ExtractRotationSampler (Asset &asset, std::string &animId, Ref< Buffer > &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler)
 
void ExtractScaleSampler (Asset &asset, std::string &animId, Ref< Buffer > &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler)
 
void ExtractTranslationSampler (Asset &asset, std::string &animId, Ref< Buffer > &buffer, const aiNodeAnim *nodeChannel, float ticksPerSecond, Animation::Sampler &sampler)
 
bool FindMeshNode (Ref< Node > &nodeIn, Ref< Node > &meshNode, std::string meshID)
 
Ref< NodeFindSkeletonRootJoint (Ref< Skin > &skinRef)
 
Ref< AccessorGetSamplerInputRef (Asset &asset, std::string &animId, Ref< Buffer > &buffer, std::vector< float > &times)
 
static void IdentityMatrix4 (mat4 &o)
 
void SetSamplerWrap (SamplerWrap &wrap, aiTextureMapMode map)
 

Function Documentation

◆ AddSampler()

static void AddSampler ( Ref< Animation > &  animRef,
Ref< Node > &  nodeRef,
Animation::Sampler sampler,
AnimationPath  path 
)
static

◆ CopyValue() [1/2]

static void CopyValue ( const aiMatrix4x4 v,
mat4 &  o 
)
static

◆ CopyValue() [2/2]

static void CopyValue ( const aiMatrix4x4 v,
aiMatrix4x4 o 
)
static

◆ ExportData()

Ref<Accessor> ExportData ( Asset a,
std::string &  meshName,
Ref< Buffer > &  buffer,
size_t  count,
void *  data,
AttribType::Value  typeIn,
AttribType::Value  typeOut,
ComponentType  compType,
bool  isIndices = false 
)
inline

The target that the WebGL buffer should be bound to.

◆ ExportSkin()

void ExportSkin ( Asset mAsset,
const aiMesh aimesh,
Ref< Mesh > &  meshRef,
Ref< Buffer > &  bufferRef,
Ref< Skin > &  skinRef,
std::vector< aiMatrix4x4 > &  inverseBindMatricesData 
)

◆ ExtractRotationSampler()

void ExtractRotationSampler ( Asset asset,
std::string &  animId,
Ref< Buffer > &  buffer,
const aiNodeAnim nodeChannel,
float  ticksPerSecond,
Animation::Sampler sampler 
)
inline

◆ ExtractScaleSampler()

void ExtractScaleSampler ( Asset asset,
std::string &  animId,
Ref< Buffer > &  buffer,
const aiNodeAnim nodeChannel,
float  ticksPerSecond,
Animation::Sampler sampler 
)
inline

◆ ExtractTranslationSampler()

void ExtractTranslationSampler ( Asset asset,
std::string &  animId,
Ref< Buffer > &  buffer,
const aiNodeAnim nodeChannel,
float  ticksPerSecond,
Animation::Sampler sampler 
)
inline

◆ FindMeshNode()

bool FindMeshNode ( Ref< Node > &  nodeIn,
Ref< Node > &  meshNode,
std::string  meshID 
)

◆ FindSkeletonRootJoint()

Ref<Node> FindSkeletonRootJoint ( Ref< Skin > &  skinRef)

◆ GetSamplerInputRef()

Ref<Accessor> GetSamplerInputRef ( Asset asset,
std::string &  animId,
Ref< Buffer > &  buffer,
std::vector< float > &  times 
)
inline

◆ IdentityMatrix4()

static void IdentityMatrix4 ( mat4 &  o)
static

◆ SetSamplerWrap()

void SetSamplerWrap ( SamplerWrap wrap,
aiTextureMapMode  map 
)
inline