Example #1
0
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
    unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
    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(meshName, "view"));
    bv->buffer = buffer;
    bv->byteOffset = 0;
    bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
    bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;

    // accessor
    Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
    acc->bufferView = bv;
    acc->byteOffset = unsigned(offset);
    acc->byteStride = 0;
    acc->componentType = compType;
    acc->count = count;
    acc->type = typeOut;

    // copy the data
    acc->WriteData(count, data, numCompsIn*bytesPerComp);

    return acc;
}
Example #2
0
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
    unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
    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;
    // make sure offset is correctly byte-aligned, as required by spec
    size_t padding = offset % bytesPerComp;
    offset += padding;
    size_t length = count * numCompsOut * bytesPerComp;
    buffer->Grow(length + padding);

    // bufferView
    Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
    bv->buffer = buffer;
    bv->byteOffset = unsigned(offset);
    bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
    bv->byteStride = 0;
    bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;

    // accessor
    Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
    acc->bufferView = bv;
    acc->byteOffset = 0;
    acc->componentType = compType;
    acc->count = count;
    acc->type = typeOut;

    // calculate min and max values
    {
        // Allocate and initialize with large values.
        float float_MAX = 10000000000000.0f;
        for (unsigned 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 (unsigned int i = 0 ; i < count       ; i++) {
            for (unsigned 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;
}