mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Fix for importing animated skinned meshes.
Scale is negated in inverse bind matrices. Vertex weights are normalized (glTF importer is limited to 4 weights per vert). Fixed interpolation for animations where the first frame is not at 0.0. Allows cached.dts version of assimp imported shapes to be loaded.
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6be2989bbc
commit
6660f253b5
4 changed files with 35 additions and 14 deletions
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@ -135,13 +135,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
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{
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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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if (curT > t)
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if ((curT > t) && (key > 0))
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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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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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@ -165,13 +165,13 @@ 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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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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if ((curT > t) && (key > 0))
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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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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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@ -193,13 +193,13 @@ void AssimpAppNode::getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animS
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{
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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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if (curT > t)
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if ((curT > t) && (key > 0))
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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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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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