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https://github.com/TorqueGameEngines/Torque3D.git
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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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a5ed09fa57
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4 changed files with 26 additions and 13 deletions
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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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