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.
This commit is contained in:
parent
e2550ed525
commit
05960e4d25
4 changed files with 171 additions and 94 deletions
|
|
@ -14,30 +14,75 @@
|
|||
|
||||
AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
|
||||
seqStart(0.0f),
|
||||
mAnim(a)
|
||||
seqEnd(0.0f)
|
||||
{
|
||||
mAnim = new aiAnimation(*a);
|
||||
|
||||
// Deep copy channels
|
||||
mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
|
||||
for (U32 i = 0; i < a->mNumChannels; ++i) {
|
||||
mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
|
||||
}
|
||||
|
||||
// Deep copy meshes
|
||||
mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
|
||||
for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
|
||||
mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
|
||||
}
|
||||
|
||||
// Deep copy name
|
||||
mAnim->mName = a->mName;
|
||||
|
||||
mSequenceName = mAnim->mName.C_Str();
|
||||
if (mSequenceName.isEmpty())
|
||||
mSequenceName = "ambient";
|
||||
Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
|
||||
|
||||
fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
|
||||
fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
|
||||
|
||||
U32 maxKeys = 0;
|
||||
F32 maxEndTime = 0;
|
||||
F32 minFrameTime = 100000.0f;
|
||||
// Detect the frame rate (minimum time between keyframes) and max sequence time
|
||||
for (U32 i = 0; i < mAnim->mNumChannels; ++i)
|
||||
if (a->mDuration > 0)
|
||||
{
|
||||
aiNodeAnim *nodeAnim = mAnim->mChannels[i];
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
|
||||
maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
|
||||
// torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
|
||||
seqEnd = (F32)a->mDuration / fps;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (U32 i = 0; i < a->mNumChannels; ++i)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = a->mChannels[i];
|
||||
// Determine the maximum keyframe time for this animation
|
||||
F32 maxKeyTime = 0.0f;
|
||||
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
|
||||
}
|
||||
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
|
||||
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
|
||||
}
|
||||
|
||||
maxEndTime = getMax(maxEndTime, (F32)maxKeys);
|
||||
seqEnd = getMax(seqEnd, maxKeyTime);
|
||||
}
|
||||
}
|
||||
|
||||
seqEnd = maxEndTime;
|
||||
mTimeMultiplier = 1.0f;
|
||||
|
||||
//S32 timeFactor = ColladaUtils::getOptions().animTiming;
|
||||
//S32 fpsRequest = (S32)a->mTicksPerSecond;
|
||||
//if (timeFactor == 0)
|
||||
//{ // Timing specified in frames
|
||||
// fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
|
||||
// mTimeMultiplier = 1.0f / fps;
|
||||
//}
|
||||
//else
|
||||
//{ // Timing specified in seconds or ms depending on format
|
||||
// if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
|
||||
// timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
|
||||
|
||||
// timeFactor = mClamp(timeFactor, 1, 1000);
|
||||
// mTimeMultiplier = 1.0f / timeFactor;
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue