mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
extra fixes
Torque sees the seqEnd in appSequence as a time in seconds whereas in Assimp this is in frames. This is then converted to frames in generateSequences.
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e2550ed525
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4 changed files with 171 additions and 94 deletions
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@ -122,100 +122,115 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
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{
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// Find the channel for this node
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for (U32 i = 0; i < animSeq->mNumChannels; ++i)
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for (U32 k = 0; k < animSeq->mNumChannels; ++k)
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{
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if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
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if (dStrcmp(mName, animSeq->mChannels[k]->mNodeName.C_Str()) == 0)
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{
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aiNodeAnim *nodeAnim = animSeq->mChannels[i];
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aiNodeAnim *nodeAnim = animSeq->mChannels[k];
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Point3F trans(Point3F::Zero);
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Point3F scale(Point3F::One);
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QuatF rot;
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rot.identity();
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// T is in seconds, convert to frames.
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F32 frame = t * animSeq->mTicksPerSecond;
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// Transform
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if (nodeAnim->mNumPositionKeys == 1)
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trans.set(nodeAnim->mPositionKeys[0].mValue.x, nodeAnim->mPositionKeys[0].mValue.y, nodeAnim->mPositionKeys[0].mValue.z);
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// interpolate scaling.
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if (nodeAnim->mNumScalingKeys > 1) {
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U32 scaleIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumScalingKeys-1; i++)
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{
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if (frame < nodeAnim->mScalingKeys[i + 1].mTime) {
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scaleIndex = i;
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break;
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}
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}
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const Point3F& scalingStart = Point3F( nodeAnim->mScalingKeys[scaleIndex].mValue.x,
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nodeAnim->mScalingKeys[scaleIndex].mValue.y,
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nodeAnim->mScalingKeys[scaleIndex].mValue.z);
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const Point3F& scalingEnd = Point3F(nodeAnim->mScalingKeys[scaleIndex + 1].mValue.x,
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nodeAnim->mScalingKeys[scaleIndex + 1].mValue.y,
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nodeAnim->mScalingKeys[scaleIndex + 1].mValue.z);
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F32 deltaTime = nodeAnim->mScalingKeys[scaleIndex + 1].mTime - nodeAnim->mScalingKeys[scaleIndex].mTime;
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F32 factor = (frame - nodeAnim->mScalingKeys[scaleIndex].mTime) / deltaTime;
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scale = scalingStart + factor * (scalingEnd - scalingStart);
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}
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else
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{
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Point3F curPos, lastPos;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumPositionKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mPositionKeys[key].mTime;
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curPos.set(nodeAnim->mPositionKeys[key].mValue.x, nodeAnim->mPositionKeys[key].mValue.y, nodeAnim->mPositionKeys[key].mValue.z);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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trans.interpolate(lastPos, curPos, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
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{
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trans = curPos;
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break;
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}
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lastT = curT;
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lastPos = curPos;
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}
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scale.set( nodeAnim->mScalingKeys[0].mValue.x,
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nodeAnim->mScalingKeys[0].mValue.y,
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nodeAnim->mScalingKeys[0].mValue.z);
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}
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// Rotation
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if (nodeAnim->mNumRotationKeys == 1)
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rot.set(nodeAnim->mRotationKeys[0].mValue.x, nodeAnim->mRotationKeys[0].mValue.y,
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nodeAnim->mRotationKeys[0].mValue.z, nodeAnim->mRotationKeys[0].mValue.w);
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// interpolate rotation.
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if (nodeAnim->mNumRotationKeys > 1) {
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U32 rotationIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumRotationKeys - 1; i++)
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{
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if (frame < nodeAnim->mRotationKeys[i + 1].mTime) {
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rotationIndex = i;
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break;
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}
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}
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const QuatF& rotStart = QuatF(nodeAnim->mRotationKeys[rotationIndex].mValue.x,
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nodeAnim->mRotationKeys[rotationIndex].mValue.y,
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nodeAnim->mRotationKeys[rotationIndex].mValue.z,
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nodeAnim->mRotationKeys[rotationIndex].mValue.w);
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const QuatF& rotEnd = QuatF(nodeAnim->mRotationKeys[rotationIndex + 1].mValue.x,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.y,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.z,
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nodeAnim->mRotationKeys[rotationIndex + 1].mValue.w);
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F32 deltaTime = nodeAnim->mRotationKeys[rotationIndex + 1].mTime - nodeAnim->mRotationKeys[rotationIndex].mTime;
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F32 factor = (frame - nodeAnim->mRotationKeys[rotationIndex].mTime) / deltaTime;
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rot.interpolate(rotStart, rotEnd, factor);
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}
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else
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{
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QuatF curRot, lastRot;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumRotationKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mRotationKeys[key].mTime;
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curRot.set(nodeAnim->mRotationKeys[key].mValue.x, nodeAnim->mRotationKeys[key].mValue.y,
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nodeAnim->mRotationKeys[key].mValue.z, nodeAnim->mRotationKeys[key].mValue.w);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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rot.interpolate(lastRot, curRot, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
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{
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rot = curRot;
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break;
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}
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lastT = curT;
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lastRot = curRot;
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}
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rot.set( nodeAnim->mRotationKeys[0].mValue.x,
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nodeAnim->mRotationKeys[0].mValue.y,
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nodeAnim->mRotationKeys[0].mValue.z,
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nodeAnim->mRotationKeys[0].mValue.w);
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}
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// Scale
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if (nodeAnim->mNumScalingKeys == 1)
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scale.set(nodeAnim->mScalingKeys[0].mValue.x, nodeAnim->mScalingKeys[0].mValue.y, nodeAnim->mScalingKeys[0].mValue.z);
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// interpolate position.
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if (nodeAnim->mNumPositionKeys > 1) {
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U32 posIndex = 0;
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for (U32 i = 0; i < nodeAnim->mNumPositionKeys - 1; i++)
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{
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if (frame < nodeAnim->mPositionKeys[i + 1].mTime) {
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posIndex = i;
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break;
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}
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}
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const Point3F& posStart = Point3F( nodeAnim->mPositionKeys[posIndex].mValue.x,
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nodeAnim->mPositionKeys[posIndex].mValue.y,
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nodeAnim->mPositionKeys[posIndex].mValue.z);
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const Point3F& posEnd = Point3F(nodeAnim->mPositionKeys[posIndex + 1].mValue.x,
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nodeAnim->mPositionKeys[posIndex + 1].mValue.y,
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nodeAnim->mPositionKeys[posIndex + 1].mValue.z);
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F32 deltaTime = nodeAnim->mPositionKeys[posIndex + 1].mTime - nodeAnim->mPositionKeys[posIndex].mTime;
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F32 factor = (frame - nodeAnim->mPositionKeys[posIndex].mTime) / deltaTime;
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trans = posStart + factor * (posEnd - posStart);
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}
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else
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{
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Point3F curScale, lastScale;
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F32 lastT = 0.0;
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for (U32 key = 0; key < nodeAnim->mNumScalingKeys; ++key)
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mScalingKeys[key].mTime;
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curScale.set(nodeAnim->mScalingKeys[key].mValue.x, nodeAnim->mScalingKeys[key].mValue.y, nodeAnim->mScalingKeys[key].mValue.z);
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if ((curT > t) && (key > 0))
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{
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F32 factor = (t - lastT) / (curT - lastT);
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scale.interpolate(lastScale, curScale, factor);
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break;
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}
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else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
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{
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scale = curScale;
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break;
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}
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lastT = curT;
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lastScale = curScale;
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}
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trans.set( nodeAnim->mPositionKeys[0].mValue.x,
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nodeAnim->mPositionKeys[0].mValue.y,
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nodeAnim->mPositionKeys[0].mValue.z);
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}
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rot.setMatrix(&mat);
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