Add capability to export GLTF (proposal) (#594)
* Add capability to export GLTF (proposal) * fixes: VRM and mixamo lookAt, warning removals * editor: save gltf will also modify scene path and refresh scene list * filesystem fix * tangent fix, file system callbacks for writer, defaultScene * Fixed GLTF Export for GLB format and Stuff * camera fix: orientation is not rotated, aspectration is not imported, because it will be computed from monitor * import fix: no material * import fix: buffer view stride was not accounted for every vertex channel * import fix: skip importing othographic camera * fix: uvset_0 stride * export fix: surface map is not valid to use as specular map * export fix: camera doesn't need to be flipped * fixed import issue of reimporting existing nodes * editor: add gltf exporting tooltip to save button * revert camera aspect change in importer * fixed tangent.w double flipping * protect against importing 0 camera aspect * workaround fix for float precision issue with decompose and transform scaling <=0.0001 * scale workaround fix: support negative scale Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
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@@ -678,8 +678,16 @@ void MeshWindow::SetEntity(Entity entity, int subset)
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for (size_t i = 0; i < scene.materials.GetCount(); ++i)
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{
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Entity entity = scene.materials.GetEntity(i);
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const NameComponent& name = *scene.names.GetComponent(entity);
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subsetMaterialComboBox.AddItem(name.name);
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if (scene.names.Contains(entity))
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{
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const NameComponent& name = *scene.names.GetComponent(entity);
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subsetMaterialComboBox.AddItem(name.name);
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}
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else
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{
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subsetMaterialComboBox.AddItem(std::to_string(entity));
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}
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if (subset >= 0 && subset < mesh->subsets.size() && mesh->subsets[subset].materialID == entity)
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{
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