mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Adds animated node transforms for animation importing.
Fixes sequence timing variables.
This commit is contained in:
parent
bd486bab66
commit
17a2e416ed
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@ -31,6 +31,8 @@
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#include <assimp/postprocess.h>
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#include <assimp/types.h>
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aiAnimation* AssimpAppNode::sActiveSequence = NULL;
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AssimpAppNode::AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent)
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: mInvertMeshes(false),
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mLastTransformTime(TSShapeLoader::DefaultTime - 1),
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@ -94,12 +96,131 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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//mLastTransform.scale(ColladaUtils::getOptions().unit);
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}
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mLastTransform.mul(mNodeTransform);
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// If this node is animated in the active sequence, fetch the animated transform
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if (sActiveSequence)
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{
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MatrixF mat(true);
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getAnimatedTransform(mat, time, sActiveSequence);
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mLastTransform.mul(mat);
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}
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else
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mLastTransform.mul(mNodeTransform);
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mLastTransformTime = time;
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return mLastTransform;
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}
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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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{
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if (strcmp(mName, animSeq->mChannels[i]->mNodeName.C_Str()) == 0)
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{
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aiNodeAnim *nodeAnim = animSeq->mChannels[i];
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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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// 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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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 = (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)
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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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}
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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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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 = (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)
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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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}
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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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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 = (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)
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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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}
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rot.setMatrix(&mat);
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mat.inverse();
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mat.setPosition(trans);
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mat.scale(scale);
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return;
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}
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}
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// Node not found in the animation channels
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mat = mNodeTransform;
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}
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bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
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{
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return false;
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@ -36,6 +36,7 @@
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#ifndef AI_TYPES_H_INC
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#include <assimp/types.h>
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#endif
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#include <assimp/scene.h>
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class AssimpAppNode : public AppNode
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{
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@ -43,6 +44,7 @@ class AssimpAppNode : public AppNode
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friend class AssimpAppMesh;
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MatrixF getTransform(F32 time);
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void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
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void buildMeshList();
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void buildChildList();
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@ -67,6 +69,8 @@ public:
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//
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}
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static aiAnimation* sActiveSequence;
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//-----------------------------------------------------------------------
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const char *getName() { return mName; }
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const char *getParentName() { return mParentName; }
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@ -10,29 +10,72 @@
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#include "console/persistenceManager.h"
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#include "ts/assimp/assimpAppMaterial.h"
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#include "ts/assimp/assimpAppSequence.h"
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#include "ts/assimp/assimpAppNode.h"
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AssimpAppSequence::AssimpAppSequence(aiAnimation *a) :
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seqStart(0.0f),
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mAnim(a)
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{
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fps = mAnim->mTicksPerSecond;
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// From: http://sir-kimmi.de/assimp/lib_html/data.html#anims
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// An aiAnimation has a duration. The duration as well as all time stamps are given in ticks.
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// To get the correct timing, all time stamp thus have to be divided by aiAnimation::mTicksPerSecond.
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// Beware, though, that certain combinations of file format and exporter don't always store this
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// information in the exported file. In this case, mTicksPerSecond is set to 0 to indicate the lack of knowledge.
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fps = (mAnim->mTicksPerSecond > 0) ? mAnim->mTicksPerSecond : 30.0f;
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F32 maxEndTime = 0;
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F32 minFrameTime = 1000.0f;
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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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aiNodeAnim *nodeAnim = mAnim->mChannels[i];
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if (nodeAnim->mNumPositionKeys)
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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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fps = (minFrameTime > 0.0f) ? 1.0f / minFrameTime : fps;
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fps = mClamp(fps, TSShapeLoader::MinFrameRate, TSShapeLoader::MaxFrameRate);
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seqEnd = maxEndTime;
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}
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AssimpAppSequence::~AssimpAppSequence()
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{
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}
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F32 AssimpAppSequence::getStart() const
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{
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return 0.0f;
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}
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F32 AssimpAppSequence::getEnd() const
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{
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return (F32)mAnim->mDuration / fps;
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void AssimpAppSequence::setActive(bool active)
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{
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if (active)
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AssimpAppNode::sActiveSequence = mAnim;
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else
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{
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if (AssimpAppNode::sActiveSequence == mAnim)
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AssimpAppNode::sActiveSequence = NULL;
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}
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}
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U32 AssimpAppSequence::getFlags() const
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{
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return TSShape::Blend;
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return TSShape::Blend;
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}
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F32 AssimpAppSequence::getPriority() const
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{
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@ -41,5 +84,4 @@ F32 AssimpAppSequence::getPriority() const
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F32 AssimpAppSequence::getBlendRefTime() const
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{
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return -1.0f;
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}
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}
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@ -22,6 +22,9 @@
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class AssimpAppSequence : public AppSequence
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{
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F32 seqStart;
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F32 seqEnd;
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public:
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AssimpAppSequence(aiAnimation *a);
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@ -29,18 +32,18 @@ public:
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aiAnimation *mAnim;
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virtual void setActive(bool active) { }
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virtual void setActive(bool active);
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virtual S32 getNumTriggers() const { return 0; }
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virtual void getTrigger(S32 index, TSShape::Trigger& trigger) const { trigger.state = 0; }
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virtual const char* getName() const { return mAnim->mName.C_Str(); }
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virtual F32 getStart() const;
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virtual F32 getEnd() const;
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F32 getStart() const { return seqStart; }
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F32 getEnd() const { return seqEnd; }
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void setEnd(F32 end) { seqEnd = end; }
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virtual U32 getFlags() const;
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virtual F32 getPriority() const;
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virtual F32 getBlendRefTime() const;
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};
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