mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
further assimp fixes
AppMesh position was being scaled twice since the node is now being scaled Try and resolve fps from file instead of default 30 maxKeyTime should be outside the loop
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@ -226,7 +226,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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bonePos /= scaleMult;
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}
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bonePos *= ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor;
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boneTransform.setPosition(bonePos);
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initialTransforms.push_back(boneTransform);
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@ -178,12 +178,16 @@ Point3F AssimpAppNode::interpolateVectorKey(const aiVectorKey* keys, U32 numKeys
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{
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if (frameTime < keys[i].mTime)
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{
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Assimp::Interpolator<aiVectorKey> interp;
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const aiVectorKey& next = keys[i];
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const aiVectorKey& prev = keys[i - 1];
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const F32 factor = (frameTime - keys[i - 1].mTime) / (keys[i].mTime - keys[i - 1].mTime);
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Point3F start(keys[i - 1].mValue.x, keys[i - 1].mValue.y, keys[i - 1].mValue.z);
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Point3F end(keys[i].mValue.x, keys[i].mValue.y, keys[i].mValue.z);
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Point3F result;
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result.interpolate(start, end, factor);
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return result;
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aiVector3D out;
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interp(out, prev, next, factor);
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return Point3F(out.x, out.y, out.z);
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}
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}
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@ -196,6 +200,16 @@ QuatF AssimpAppNode::interpolateQuaternionKey(const aiQuatKey* keys, U32 numKeys
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if (numKeys == 1) // Single keyframe: use it directly
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return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
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// Clamp frameTime to the bounds of the keyframes
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if (frameTime <= keys[0].mTime) {
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// Before the first keyframe, return the first key
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return QuatF(keys[0].mValue.x, keys[0].mValue.y, keys[0].mValue.z, keys[0].mValue.w);
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}
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if (frameTime >= keys[numKeys - 1].mTime) {
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// After the last keyframe, return the last key
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return QuatF(keys[numKeys - 1].mValue.x, keys[numKeys - 1].mValue.y, keys[numKeys - 1].mValue.z, keys[numKeys - 1].mValue.w);
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}
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for (U32 i = 1; i < numKeys; ++i)
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{
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if (frameTime < keys[i].mTime)
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@ -15,7 +15,7 @@
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AssimpAppSequence::AssimpAppSequence(aiAnimation* a)
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: seqStart(0.0f), seqEnd(0.0f), mTimeMultiplier(1.0f)
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{
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fps = 30.0f;
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fps = ColladaUtils::getOptions().animFPS;
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// Deep copy animation structure
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mAnim = new aiAnimation(*a);
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mAnim->mChannels = new aiNodeAnim * [a->mNumChannels];
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@ -279,7 +279,6 @@ void AssimpShapeLoader::enumerateScene()
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detectDetails();
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aiNode* root = mScene->mRootNode;
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for (S32 iNode = 0; iNode < root->mNumChildren; iNode++)
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{
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aiNode* child = root->mChildren[iNode];
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@ -352,6 +351,10 @@ void AssimpShapeLoader::configureImportUnits() {
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{
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opts.unit = (F32)unit;
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}
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F32 fps;
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getMetaFloat("CustomFrameRate", fps);
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opts.animFPS = fps;
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}
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}
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@ -388,21 +391,18 @@ void AssimpShapeLoader::processAnimations()
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Vector<aiNodeAnim*> ambientChannels;
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F32 duration = 0.0f;
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F32 ticks = 0.0f;
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F32 maxKeyTime = 0.0f;
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if (mScene->mNumAnimations > 0)
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{
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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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ticks = anim->mTicksPerSecond;
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duration = 0.0f;
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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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@ -422,7 +422,7 @@ void AssimpShapeLoader::processAnimations()
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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 = ticks;
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ambientSeq->mTicksPerSecond = ColladaUtils::getOptions().animFPS;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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