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https://github.com/TorqueGameEngines/Torque3D.git
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Update assimpShapeLoader.cpp
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26e1350234
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@ -255,42 +255,26 @@ void AssimpShapeLoader::enumerateScene()
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void AssimpShapeLoader::processAnimations()
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{
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bool ambient = false;
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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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aiAnimation* ambientSeq = new aiAnimation();
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ambientSeq->mName = "ambient";
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Vector<aiNodeAnim*> ambientChannels;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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{
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Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
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if (mScene->mAnimations[n]->mName.C_Str() == "ambient")
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ambient = true;
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AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
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appSequences.push_back(newAssimpSeq);
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}
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// dont have ambient, lets just add everything to an ambient sequence.
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// we should probably just do this as default.
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if (!ambient)
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{
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aiAnimation* ambientSeq = new aiAnimation();
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ambientSeq->mName = "ambient";
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Vector<aiNodeAnim*> ambientChannels;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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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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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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ambientChannels.push_back(anim->mChannels[j]);
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}
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ambientChannels.push_back(anim->mChannels[j]);
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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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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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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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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