mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix
Test assimp PR before full refactor
This commit is contained in:
commit
13e5302e93
4 changed files with 119 additions and 67 deletions
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@ -122,15 +122,17 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
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void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq)
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{
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{
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// Find the channel for this node
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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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{
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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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{
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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 trans(Point3F::Zero);
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Point3F scale(Point3F::One);
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Point3F scale(Point3F::One);
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QuatF rot;
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QuatF rot;
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rot.identity();
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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 + 0.5f) + 1.0f;
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// Transform
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// Transform
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if (nodeAnim->mNumPositionKeys == 1)
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if (nodeAnim->mNumPositionKeys == 1)
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@ -143,13 +145,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
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{
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mPositionKeys[key].mTime;
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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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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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if ((curT > frame) && (key > 0))
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{
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{
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F32 factor = (t - lastT) / (curT - lastT);
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F32 factor = (frame - lastT) / (curT - lastT);
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trans.interpolate(lastPos, curPos, factor);
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trans.interpolate(lastPos, curPos, factor);
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break;
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break;
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}
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}
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else if ((curT >= t) || (key == nodeAnim->mNumPositionKeys - 1))
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else if ((curT >= frame) || (key == nodeAnim->mNumPositionKeys - 1))
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{
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{
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trans = curPos;
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trans = curPos;
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break;
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break;
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@ -173,13 +175,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mRotationKeys[key].mTime;
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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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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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nodeAnim->mRotationKeys[key].mValue.z, nodeAnim->mRotationKeys[key].mValue.w);
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if ((curT > t) && (key > 0))
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if ((curT > frame) && (key > 0))
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{
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{
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F32 factor = (t - lastT) / (curT - lastT);
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F32 factor = (frame - lastT) / (curT - lastT);
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rot.interpolate(lastRot, curRot, factor);
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rot.interpolate(lastRot, curRot, factor);
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break;
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break;
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}
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}
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else if ((curT >= t) || (key == nodeAnim->mNumRotationKeys - 1))
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else if ((curT >= frame) || (key == nodeAnim->mNumRotationKeys - 1))
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{
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{
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rot = curRot;
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rot = curRot;
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break;
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break;
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@ -201,13 +203,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
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{
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{
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F32 curT = sTimeMultiplier * (F32)nodeAnim->mScalingKeys[key].mTime;
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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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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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if ((curT > frame) && (key > 0))
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{
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{
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F32 factor = (t - lastT) / (curT - lastT);
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F32 factor = (frame - lastT) / (curT - lastT);
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scale.interpolate(lastScale, curScale, factor);
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scale.interpolate(lastScale, curScale, factor);
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break;
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break;
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}
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}
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else if ((curT >= t) || (key == nodeAnim->mNumScalingKeys - 1))
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else if ((curT >= frame) || (key == nodeAnim->mNumScalingKeys - 1))
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{
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{
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scale = curScale;
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scale = curScale;
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break;
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break;
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@ -14,72 +14,75 @@
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AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
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AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
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seqStart(0.0f),
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seqStart(0.0f),
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mAnim(a)
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seqEnd(0.0f)
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{
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{
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mAnim = new aiAnimation(*a);
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// Deep copy channels
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mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
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for (U32 i = 0; i < a->mNumChannels; ++i) {
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mAnim->mChannels[i] = new aiNodeAnim(*a->mChannels[i]);
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}
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// Deep copy meshes
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mAnim->mMeshChannels = new aiMeshAnim * [a->mNumMeshChannels];
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for (U32 i = 0; i < a->mNumMeshChannels; ++i) {
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mAnim->mMeshChannels[i] = new aiMeshAnim(*a->mMeshChannels[i]);
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}
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// Deep copy name
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mAnim->mName = a->mName;
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mSequenceName = mAnim->mName.C_Str();
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mSequenceName = mAnim->mName.C_Str();
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if (mSequenceName.isEmpty())
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if (mSequenceName.isEmpty())
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mSequenceName = "ambient";
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mSequenceName = "ambient";
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Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
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Con::printf("\n[Assimp] Adding %s animation", mSequenceName.c_str());
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fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
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fps = (a->mTicksPerSecond > 0) ? a->mTicksPerSecond : 30.0f;
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U32 maxKeys = 0;
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if (a->mDuration > 0)
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F32 maxEndTime = 0;
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F32 minFrameTime = 100000.0f;
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// Detect the frame rate (minimum time between keyframes) and max sequence time
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for (U32 i = 0; i < mAnim->mNumChannels; ++i)
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{
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{
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aiNodeAnim *nodeAnim = mAnim->mChannels[i];
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// torques seqEnd is in seconds, this then gets generated into frames in generateSequences()
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maxKeys = getMax(maxKeys, nodeAnim->mNumPositionKeys);
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seqEnd = (F32)a->mDuration / fps;
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maxKeys = getMax(maxKeys, nodeAnim->mNumRotationKeys);
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}
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maxKeys = getMax(maxKeys, nodeAnim->mNumScalingKeys);
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else
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{
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for (U32 i = 0; i < a->mNumChannels; ++i)
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{
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aiNodeAnim* nodeAnim = a->mChannels[i];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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if (nodeAnim->mNumPositionKeys)
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seqEnd = getMax(seqEnd, maxKeyTime);
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maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys-1].mTime);
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if (nodeAnim->mNumRotationKeys)
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maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys-1].mTime);
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if (nodeAnim->mNumScalingKeys)
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maxEndTime = getMax(maxEndTime, (F32) nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys-1].mTime);
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for (U32 key = 1; key < nodeAnim->mNumPositionKeys; ++key)
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{
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F32 deltaT = nodeAnim->mPositionKeys[key].mTime - nodeAnim->mPositionKeys[key-1].mTime;
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minFrameTime = getMin(minFrameTime, deltaT);
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}
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for (U32 key = 1; key < nodeAnim->mNumRotationKeys; ++key)
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{
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F32 deltaT = nodeAnim->mRotationKeys[key].mTime - nodeAnim->mRotationKeys[key-1].mTime;
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minFrameTime = getMin(minFrameTime, deltaT);
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}
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for (U32 key = 1; key < nodeAnim->mNumScalingKeys; ++key)
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{
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F32 deltaT = nodeAnim->mScalingKeys[key].mTime - nodeAnim->mScalingKeys[key-1].mTime;
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minFrameTime = getMin(minFrameTime, deltaT);
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}
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}
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}
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}
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mTimeMultiplier = 1.0f;
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S32 timeFactor = ColladaUtils::getOptions().animTiming;
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S32 timeFactor = ColladaUtils::getOptions().animTiming;
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S32 fpsRequest = ColladaUtils::getOptions().animFPS;
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S32 fpsRequest = (S32)a->mTicksPerSecond;
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if (timeFactor == 0)
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if (timeFactor == 0)
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{ // Timing specified in frames
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{ // Timing specified in frames
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fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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maxKeys = getMax(maxKeys, (U32)maxEndTime); // Keys won't be assigned for every frame.
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seqEnd = maxKeys / fps;
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mTimeMultiplier = 1.0f / fps;
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mTimeMultiplier = 1.0f / fps;
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}
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}
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else
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else
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{ // Timing specified in seconds or ms depending on format
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{ // Timing specified in seconds or ms depending on format
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if (maxEndTime > 1000.0f || mAnim->mDuration > 1000.0f)
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if (seqEnd > 1000.0f || a->mDuration > 1000.0f)
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timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
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timeFactor = 1000.0f; // If it's more than 1000 seconds, assume it's ms.
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timeFactor = mClamp(timeFactor, 1, 1000);
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timeFactor = mClamp(timeFactor, 1, 1000);
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minFrameTime /= (F32)timeFactor;
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maxEndTime /= (F32)timeFactor;
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fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
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fps = mClamp(fpsRequest, 5 /*TSShapeLoader::MinFrameRate*/, TSShapeLoader::MaxFrameRate);
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seqEnd = maxEndTime;
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mTimeMultiplier = 1.0f / timeFactor;
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mTimeMultiplier = 1.0f / timeFactor;
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}
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}
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}
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}
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AssimpAppSequence::~AssimpAppSequence()
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AssimpAppSequence::~AssimpAppSequence()
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@ -102,7 +105,7 @@ void AssimpAppSequence::setActive(bool active)
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U32 AssimpAppSequence::getFlags() const
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U32 AssimpAppSequence::getFlags() const
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{
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{
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return TSShape::Blend;
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return TSShape::Cyclic;
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}
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}
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F32 AssimpAppSequence::getPriority() const
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F32 AssimpAppSequence::getPriority() const
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{
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{
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@ -110,5 +113,5 @@ F32 AssimpAppSequence::getPriority() const
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}
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}
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F32 AssimpAppSequence::getBlendRefTime() const
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F32 AssimpAppSequence::getBlendRefTime() const
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{
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{
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return -1.0f;
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return 0.0f;
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}
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}
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@ -229,6 +229,18 @@ void AssimpShapeLoader::enumerateScene()
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if (!processNode(node))
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if (!processNode(node))
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delete node;
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delete node;
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// add bounds node.
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if (!boundsNode)
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{
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aiNode* req[1];
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req[0] = new aiNode("bounds");
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mScene->mRootNode->addChildren(1, req);
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AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
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if (!processNode(appBounds))
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delete appBounds;
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}
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// Check for animations and process those.
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// Check for animations and process those.
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processAnimations();
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processAnimations();
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}
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}
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@ -243,13 +255,44 @@ void AssimpShapeLoader::enumerateScene()
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void AssimpShapeLoader::processAnimations()
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void AssimpShapeLoader::processAnimations()
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{
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{
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for(U32 n = 0; n < mScene->mNumAnimations; ++n)
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// add all animations into 1 ambient animation.
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{
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aiAnimation* ambientSeq = new aiAnimation();
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Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
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ambientSeq->mName = "ambient";
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AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
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Vector<aiNodeAnim*> ambientChannels;
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appSequences.push_back(newAssimpSeq);
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F32 duration = 0.0f;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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{
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aiAnimation* anim = mScene->mAnimations[i];
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for (U32 j = 0; j < anim->mNumChannels; j++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[j];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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ambientChannels.push_back(nodeAnim);
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duration = getMax(duration, maxKeyTime);
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}
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}
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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ambientSeq->mDuration = duration;
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ambientSeq->mTicksPerSecond = 24.0;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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}
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}
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void AssimpShapeLoader::computeBounds(Box3F& bounds)
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void AssimpShapeLoader::computeBounds(Box3F& bounds)
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@ -369,12 +412,16 @@ bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeView
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tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
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tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
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}
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}
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for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
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if (shapeScene->mNumAnimations == 0)
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{
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{
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String sequenceName = shapeScene->mAnimations[i]->mName.C_Str();
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tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
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if (sequenceName.isEmpty())
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}
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sequenceName = "ambient";
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else
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tree->insertItem(animItem, sequenceName.c_str());
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{
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for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
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{
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tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
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}
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}
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}
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U32 numNodes = 0;
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U32 numNodes = 0;
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