mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 08:34:40 +00:00
bkup commit
fbx details matching for skinned meshes, gltf still offset
This commit is contained in:
parent
af6722f547
commit
4ac9639a52
6 changed files with 83 additions and 57 deletions
|
|
@ -47,25 +47,24 @@ class AssimpAppNode : public AppNode
|
|||
void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
|
||||
Point3F interpolateVectorKey(const aiVectorKey* keys, U32 numKeys, F32 frameTime);
|
||||
QuatF interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys, F32 frameTime);
|
||||
void buildMeshList() override;
|
||||
void buildChildList() override;
|
||||
|
||||
void buildMeshList() override {};
|
||||
void buildChildList() override {};
|
||||
protected:
|
||||
|
||||
const aiScene* mScene;
|
||||
const aiNode* mNode; ///< Pointer to the assimp scene node
|
||||
AssimpAppNode* appParent; ///< Parent node
|
||||
MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
|
||||
AssimpAppNode* appParent; ///< Parent node
|
||||
MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
|
||||
|
||||
bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
|
||||
F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
|
||||
MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
|
||||
bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
|
||||
MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
|
||||
bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
|
||||
F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
|
||||
MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
|
||||
bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
|
||||
MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
|
||||
|
||||
public:
|
||||
|
||||
AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent = 0);
|
||||
AssimpAppNode(const aiScene* scene, const aiNode* node, AssimpAppNode* parentNode = nullptr);
|
||||
virtual ~AssimpAppNode()
|
||||
{
|
||||
//
|
||||
|
|
@ -115,6 +114,9 @@ public:
|
|||
static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
|
||||
static void convertMat(MatrixF& outMat);
|
||||
static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
|
||||
|
||||
void AssimpAppNode::addChild(AssimpAppNode* child);
|
||||
void AssimpAppNode::addMesh(AssimpAppMesh* child);
|
||||
};
|
||||
|
||||
#endif // _ASSIMP_APPNODE_H_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue